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The Paradox of many Game Suggestions

Posted: Sun Oct 02, 2005 1:39 pm
by NoDot
Most suggestions at this point are subject to a problematic paradox: The strong get stronger, the weak get weaker. (OK, it might not be a paradox, but it's a point.)

For example, if you insert assassins or similar, you have the strong people buying loads very quickly, and the weak people have one more thing to try and raise.

If you introduce the Pinpoint Strike (my suggestion), then the strong are still almost untouchable, while the weak can be oppressed even more.

Motherships? The strong can easily afford fleets, while the weak will have trouble affording just one.

Those are the three that come to mind, but I'm sure there's plenty more.

Anyone who wants can check out my stats. I classify as a strong player, hovering in the 5-600s. My plan is to try and lodge myself in the 1 spot. (That'll be next year some time, but I'll keep trying. :D)

My point? We need to try and fix this problem. I don't know how right now, but we need to try.

Anyone have any ideas?

Posted: Sun Oct 02, 2005 8:43 pm
by Myseri
Fist things first, assassins are only for the acended server :P

Posted: Fri Oct 28, 2005 9:48 am
by MackTheKnife
1 solution.

Look at the mercenaries bonus.

Costs more the higher you are.

I'm not saying everything should scale based on rank, but some things probably should.

Posted: Fri Oct 28, 2005 11:10 am
by Osi
whos care about the weak when you are the strong remember only the strong survive isn't that the point of this game

Posted: Fri Oct 28, 2005 11:52 am
by agapooka
We need to give a chance to newer players to BECOME strong. If the game doesn't grow, it will shrink as goes for number of players.

Posted: Fri Oct 28, 2005 12:05 pm
by Osi
the determined noobs make it the rest become farms so the rest of teh noobs can feed of them and grow its a life cycle

Posted: Sat Oct 29, 2005 4:49 pm
by Aussie Babsy
what if the admins oneday delete all the farms?

Posted: Sat Oct 29, 2005 5:06 pm
by Osi
i would cry so hard

Posted: Sun Oct 30, 2005 3:49 am
by hidden
i would turn to take revenge on this game


and the new players do have a chance when the strong ascend(no ss abuse)and when the new players get a strong commander

and when the strong attack eachother weakening both

Posted: Sun Oct 30, 2005 7:41 am
by Chris M
MackTheKnife wrote:1 solution.

Look at the mercenaries bonus.

Costs more the higher you are.

I'm not saying everything should scale based on rank, but some things probably should.

stats should be taken into account and that should determine costs of some upgrades, e.g. motherships.

the merc upgrade (useless in my opinion) is scaled to UP. good UP is a sign of a good player.

why not do that with other possible future implementations

(not based on rank tho, because rank means nothing. if i built a attack id be in the top 100 probably, otherwise, im in almost the 700s with my decent covert + defenses alone.

Posted: Sun Oct 30, 2005 1:04 pm
by I QUIT
I started playing about a month ago so I'm still a noob and I think I'm doing fairly well, I'm hovering around 1000...So what I'm saying is that noobs CAN do well at this game...

HMMM, now that I wrote that I realized that my "success" is almost entirely to do witht he fact that I have SS...So noobs can excel IF they pay.

Posted: Sun Oct 30, 2005 1:29 pm
by Osi
i'v never gotten ss and im in the 400's rank wise so you don't need to pay to make it up there

Posted: Mon Oct 31, 2005 3:31 am
by Aussie Babsy
i'm also horvering around rank 1000, and don't have SS!

Posted: Mon Oct 31, 2005 3:32 am
by hidden
the strong get strong the weak get stronger and the smart weak become the strong

Posted: Mon Oct 31, 2005 3:34 am
by Aussie Babsy
lol, thats my point!