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Planet Defence Modification Update?
Posted: Sat May 26, 2007 10:48 am
by drakcore
Planet defenses seem to cost too much vs. their benefits.
eg. A mothership comes along with moderate fleet power (50bil naq spent) attacks your planet which you spent about 100 bill on its defenses alone.
All the offender has to do is attack, repair mothership and repeat until he/she conquers the planet.
problem: it cost them maybe a bill or 2 in repairs while u loose your entire planet defenses with the planet.
conclusion: make the planet defenses have the same concept of motherships. you build the planet defense capacity and its power thus when a planet is attacked only its power is reduced not its total defense capacity and repairing doesn’t cost 100bil only a few hundred mill to a few bill.
it can also be a double edge sword since now if the enemy steals your planet they also receive your planets defense capacity which they can easily repair.
what im saying in a nutshell: make planet defenses the same as motherships.
Posted: Sat May 26, 2007 11:04 am
by DUDEY
No
Posted: Sat May 26, 2007 11:10 am
by Lord Apollo
Posted: Sat May 26, 2007 11:47 am
by wagawaga
y?i think it might be a good idea although need some consideration or testing.
Posted: Sat May 26, 2007 5:05 pm
by grimgor
because hanger cost more and more while defense stays the same set rate
Posted: Sun May 27, 2007 12:02 am
by SG
How about this, keep defenses like they are but make like 'ascended' battles.
Once you 'engage' a mothership in a planet take over attempt, it's 'engaged' for like 3 (or insert another number here) hours in which time the planet cannot be attacked again nor the attacker 'attack' it again or any other planet.
If you win, great doesn't change anything. On the other hand if you lose.. just means you can't repair and try again (massing away defenses).
Posted: Sun May 27, 2007 12:33 am
by ~Phoenix~
grimgor wrote:because hanger cost more and more while defense stays the same set rate
Yes but UU counts and income are staying the same rate too. 100mil cap 50mil 75mil cap w/e.
obody can easily afford a safe defense on a planet it costs trillions, and then you have to buy it for 10 planets aswell. Its stupid how it is.
If I had a say id double all planet defenses instantly.
Posted: Sun May 27, 2007 3:49 am
by Juliette
Interesting idea... install either ion cannons or planetary shield grids... lol
Posted: Sun May 27, 2007 7:49 am
by Bazsy
MOVED to discussion on released enhancements.
Posted: Mon May 28, 2007 1:09 pm
by urogard
me and many other suggested easy to put in fixes for that
1) fleets get destroyed instead of damaged
2) the number of defences destroyed gets less as the damage gap between defences and fleet power increases (so a fleet 1/9th of the defence deals pretty much no damage when comparing it to a fleet 1/2 of the enemy defence)
3) limit where fleet power does no damage to defences gets raised from 1/10 to 1/5 or 1/4 of defence pwer
4) make a limit of 1 attack (successful or unsuccessful) on planet per hour (of course the limit on TAKING 1 planet per day stays)
Posted: Mon May 28, 2007 1:18 pm
by Munchy
DUDEY wrote:No
*Agrees*
Planets are meant to be taken, and not just be permanent commodities on your account.
Posted: Mon May 28, 2007 1:59 pm
by [SGC_ReplicĂ…tors]
want to make them unstealble
ok heres 2 wyas
MPSD
or build a god like defence that invested in a fleet even at 1/4 its defence is still unaforable
fleet hangers are expoinently epensive planets are linearly
Posted: Mon May 28, 2007 2:53 pm
by Grand Admiral Martin
urogard wrote:me and many other suggested easy to put in fixes for that
1) fleets get destroyed instead of damaged
2) the number of defences destroyed gets less as the damage gap between defences and fleet power increases (so a fleet 1/9th of the defence deals pretty much no damage when comparing it to a fleet 1/2 of the enemy defence)
3) limit where fleet power does no damage to defences gets raised from 1/10 to 1/5 or 1/4 of defence pwer
4) make a limit of 1 attack (successful or unsuccessful) on planet per hour (of course the limit on TAKING 1 planet per day stays)
all really good ideas.
Re: Planet Defence Modification Update?
Posted: Sat Jun 09, 2007 7:54 am
by ~Phoenix~
No munchy you are wrong, the only way past the UU limit is to get UP planets, thats why they were put in like that.
I still think that planet defences should be double what they are now for the same investment, that would make it just that little bit harder to steal the good ones.
Re: Planet Defence Modification Update?
Posted: Sat Jun 09, 2007 3:38 pm
by Munchy
~Phoenix~ wrote:No munchy you are wrong, the only way past the UU limit is to get UP planets, thats why they were put in like that.
I still think that planet defences should be double what they are now for the same investment, that would make it just that little bit harder to steal the good ones.
I just got my interpretation when I read this in the updates:
July 13, 2006
Planet Balance "final" update (for the near term)
Hello again

OK - after more feedback, and more thought, planets for now will add a max of 50% of your total 'natural' strength (last update was 100%..so it is half of the recent update). This will still allow a 5x or 500% increase with 10 of the same planets, which is very significant, but
it means quite an investment to get it, and defence to keep it....if you can. This applies only to covert/attack and defence planets.
Maybe it is just me, but it just sounds like he wanted the cost to defend planets to be a lot...
Of course since then he has gone and given people with planets the ability to hide their planets with merlin, beacon them so they can't ever be hidden, allow only one planet per day to be taken(by a single individual of course), and put a 2 hour limit before the ship can be sent out after taking ones.
That is why I say it is fine, not just because of my interpretation of his original intentions, but because of how much has already been given.