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More turns for faster growth and more wars.

Posted: Mon Jan 05, 2015 10:32 am
by Kikaz
Era 41.

1,200 turn MTs. (Doubled)

Weekly 1,440 turns. (One for every minute in the day baby)

Re: More turns for faster growth and more wars.

Posted: Thu Jan 08, 2015 2:21 am
by Affirmation
I like Toes...

'Bad Affy' sez... "You are one sick puppy toe-licker!" ](*,)

Re: More turns for faster growth and more wars.

Posted: Thu Jan 08, 2015 9:31 am
by Duderanch
Definitely potato.

Re: More turns for faster growth and more wars.

Posted: Fri Apr 10, 2015 11:06 pm
by Kikaz
So this is relevant again..

Especially with how easily zombies wipe out everything.

I killed about 6 people just tonight, albeit I died in the process.

It had such a positive response and little opposition in the original poll.
Kikaz wrote: 1,200 turn MTs. (Doubled)

Weekly 1,440 turns. (One for every minute in the day baby)

Re: More turns for faster growth and more wars.

Posted: Fri Apr 10, 2015 11:19 pm
by billzebud
I agree, with the zombies killing everything turns are more important than ever.

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 12:47 am
by Sorrow
I also agree. If more people start actively using zombies, everyone will end up starting from pretty much zero.

I was thinking about people leaving zombies on inactive accounts while farming. Doesn't seem to have much of an impact yet, but some of them are already down more than 3k UU, making them generate less naq.

Having more turns to play with would make this era more active, more fun and probably more chaotic, which isn't a bad thing necessarily, since we're messing with zombies after all.

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 1:14 am
by alucard110
Agreed, More turns sounds like the go!

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 1:26 am
by V_
More turns are always handy, although if everyone has more turns the only difference I can see is more zombies and more volatility, and more farming meaning more zombies attacking farms killing off farms quicker, it might come back to the rate of zombie infection/deaths at the end of the day..

I guess we could embrace our inner demons and zombie hordes, deny having any stats and just destroy every players ability to create a population? It really wouldn't take long, especially if Bad Affy gets loose.

Some ideas for balancing..

a) if its not too much coding, somehow linking the zombies death/infection rate to a players UP/Growth Quant Rank.
  • Use a Zombie Kill Rate (ZKR) range of 0.5-1.5 per turn
    Lowest rank 'Growth Quantification" player = 0.5 ZKR
    Highest rank 'Growth Quantification' player = 1.5 ZKR
    And everybody else is scaled in between, e.g. someone at the top 24th percentile would have a 1.26 ZKR per turn - this is still a high death rate given it is per turn..

This also means farms aren't going to die as quickly when we palm our zombies off to them..

b) limiting Telchaks hiring to once or per day per player (means people have to be more strategic when creating their zombies) - maybe extend it by an hour.

c) I'm keen for more turns - probably the easiest fix is increasing natural turn generation, look at 15 per turn (720/day), and increase the market rate. If this happens you'd need to increase the turn limit up from 5k. Also please alter the other market options so that it is actually a viable option to buy Miners and UU with turns, why not even throw in the option to buy Zombies with turns or naq?

d) Increase daily population bonuses and UP bonuses, otherwise farms just aren't going to survive long - at the moment a farm only needs 7 zombies to negate any of the existing daily bonuses. Only 5 zombies are needed to wipe out their daily natural production.. So more than 12 zombies and they're populations are going backwards (given present stats). A lot of farms already have more than a hundred zombies..

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 4:25 am
by Ras al Ghul
I'm always up for more turns, however I think it would be bad for this era.
Im out of glory range for almost all active players
So we can only hit each other 5 times.
But even I can give someone zombies and wipe them out with just 5 hits.
so lets figure this up

15 players I will hit 5 times = 75 attacks = 1125 Ats
10 turns per turn = 480 a day + 600 from Market = 1080

At this point I have to be mindfull of what I do as I am short 45 Ats....

If raised then I can spread my Zombies to all 15 of the ppl I want to and farm for more Naq

While the zombie thing is cool(can we get it on main for October?) it still seems a little off balance.

I do like
V_ wrote:a) if its not too much coding, somehow linking the zombies death/infection rate to a players UP/Growth Quant Rank.
Use a Zombie Kill Rate (ZKR) range of 0.5-1.5 per turn
Lowest rank 'Growth Quantification" player = 0.5 ZKR
Highest rank 'Growth Quantification' player = 1.5 ZKR
And everybody else is scaled in between, e.g. someone at the top 24th percentile would have a 1.26 ZKR per turn - this is still a high death rate given it is per turn.
It would save the farms and help the ppl who are being killed off. As a large population = more food around, lower pop = having to find the food. I know you all have seen the different zombie shows on, small group = harder to kill/find.
Maybe have something that we can build/buy to protect units from zombies a fortress per se.

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 5:06 am
by Sorrow
TheLost wrote: Maybe have something that we can build/buy to protect units from zombies a fortress per se.
Love the idea. Losing more than 30k UU in less than an hour wasn't fun at all.

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 6:42 am
by Ras al Ghul
Something else that could change in Q is the Glory thing. Make it more like perg/ascended. Where 5 attacks is the set limit. but if any returned attacks allows you to make more hits. Where ascended is the phased thing, if the phased makes an attack part of the phase wears off.

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 8:50 am
by teesdale
i said no potatoes.

as it stands, you get 1080/day

plus a potential 34 from weekly market (240/week)


thats 100,260 potential wield able AT over the wave... Ample IMO.

Re: More turns for faster growth and more wars.

Posted: Sat Apr 11, 2015 2:26 pm
by reborn
Imo more turns aint needed

Though for this wave even though not part of the suggestion is that zombies way to powerful. Whole pop getting wiped out in 1-2 hrs is a bit harsh doesn't even give a chance to combat it.

Have 2 ppl and an perm sit on one player they never get enough UU to fight back

Re: More turns for faster growth and more wars.

Posted: Mon Apr 13, 2015 5:29 am
by Arty Bang
I also agree that this era needs more turns.

Quantum's population is very low, so its not like adding more turns could do anymore harm.
It would only get people more active.

I also agree that there should be something that we could either buy or use to help against these zombies.

Maybe add to the armory some sort of zombie cure that you buy and just like weapons it gets assigned to units.

Or add a new unit to training thats a quarantine team and the more of them you have the less units the zombies kill.

Re: More turns for faster growth and more wars.

Posted: Mon Apr 13, 2015 5:40 am
by Ras al Ghul
Arty Bang wrote:Maybe add to the armory some sort of zombie cure that you buy and just like weapons it gets assigned to units.

Or add a new unit to training thats a quarantine team and the more of them you have the less units the zombies kill.
Something like ascended for the plauge where you can buy tech and it gives a % chance to cure.

I like the idea of a quarantine team.

The % need to be low.

Could also do something about % transfered when defending.
Full 10% if you break the def
(def/atk)^0.5 if you don't or something random like that