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Author Topic: Encounter Missions  (Read 5101 times)
Armageddon
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« on: August 27, 2007, 08:19:14 AM »

Guys,

Pls. pst your suggestion on this as what do you think of this type of Missions...


How about starting  Encounter Missions in addition to Encounters which are random in nature.

Every player can do 10 encounters a day 2 of each BH/GT/End planet/Nova etc which will be around 50 -150% of their FP But they only have 3 chances to do each and each try ill take around 15 - 20 turns.. These type of missions can be added in addition to Gal / mothership  missions.. but this type of mission is customised for every player according to their FP and if a player does not do them then they expire every 24 hrs..

By this type of missions every player can benefit and we will have more active / stronger players.
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Lammalord
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« Reply #1 on: August 28, 2007, 02:21:00 AM »

sorry i dont like this idea, its the same concept as the boarding on missions last round and the round before.. the second the game gets "easy" to gain power the more boring it gets.. i like the chalange and the luck you need to find good encounters, if you cant do the surching then no need to really play.. its a chalange and its all based on your luck and maybe a little skill of noticeing obvious signs someone has been in that area recently..

you other idea about advertiseing and winning turns is great, but i dont really like this one.. it would  make the game to easy and in turn boring...

emi removed the boarding option from last round because players were maxing out to fast this was to prevent players from maxing out if you included the encouter missions it would start up the same sort of thing.. players would max out easily..
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Armageddon
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« Reply #2 on: August 28, 2007, 07:13:04 AM »

Noted... This idea was basically the result of players posting the 'problems with encounters' thread...

A lot of players finding difficulties to find encounters, this would give them some assurance and also the only 3 attempt limit will reduce the chance of everyone getting these encounters because if the encounter FP is more than 100% then it might take more than 3 attempt for 50% of the players to do these successfully and these 50% players will fail to do these type of missions...

So to do these you will stil need skill... but the main thing these type of missions will do is reduce the gap between Top 10 to Top 50... Currently there is huge gap from Top player to 20th - 25th rank player.. such missions will make sure tha gap is reduced..
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Lammalord
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« Reply #3 on: August 28, 2007, 06:07:01 PM »

how about something rediculous, 50 turns per attempt and 2 of each encounter type. But only 2 attempts TOTAL (on all the encounters) that way players have to choose out of 12 random powered encounters from 50% to 200% the commanders total power so failing is common and can slow you down... not 3 per encounter, but 2 total or 3 total against all of them..

in that case you would want to pick the 2 most winnable encounters and they wont always be the golds because what if you get 2 golds 100-150% stronger than your fleet that you can do, but if you fail lose alot of turns for nothing.. it would then make this portion of the game into a stragey, a skilled stragey of picking what to do and when.

and this would in turn open up that motive of what to do with only 2-3 attempts what would be more worth it, the gold transport for 50% your power or the black hole for 450 turns? or the bio for 500 points or the endangered planet for 80% your power? it would be another skill in the game that would take time to devlop. making it still intresting.
« Last Edit: August 28, 2007, 06:11:11 PM by Lammalord » Report to moderator   Logged



Armageddon
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« Reply #4 on: August 28, 2007, 09:24:34 PM »

Yup, i liked that... but i would suggest having few more attempts than just 2 - 3.. there should be atleast one try to get 1 encounter from each category... like 6 tries daily..

But the fleet on second attempt could be a killer fleet... So that every commander will need to think before attempting a second try on any of the encounter missions...

this will make game more interesting / complex... Not sure how easy is to develop this and get implemented..
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Lammalord
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« Reply #5 on: August 29, 2007, 02:33:12 AM »

3 total thats it, your have to pick and choose making the chose important :p or only 2 to make it real intresting less attempts a day, more space for stragey
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Satan
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« Reply #6 on: August 29, 2007, 03:14:59 AM »

i think just a few more encounters that spwan every 1/2 an hour or something would be better.... easeir to code too
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« Reply #7 on: August 31, 2007, 02:57:44 PM »

i'm with satan. maybe spawn them at a rate based on number of players and have the probability of certain strength ones curved based on the average player's stregth. this way, everyone gets some more. big people dont have any that are worth doing, little people have a TON to do because lie 80% of the players are under 100mil power and people in the middle are given a fighting chance.
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« Reply #8 on: September 04, 2007, 09:19:38 PM »

Satan / Silence,

there are aways 2000 encounters throughout the gal... and if one encounter is completed succesfully, other is created at the same instance somewhere else in the galaxy... but i am not sure how their power is determined, its probably determined by the first player who finds them...

The main problem could be that most players dont do Supernova / Mothership encounters... and they might be taking huge chunk from the 2K limit... so if everyone keeps doing most of the segment encounters then ultimately the rest of the encounter numbers will also increase... Thats my logic.. could be wrong. But 2K limit and encounter refresh is correct..
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« Reply #9 on: September 05, 2007, 12:53:53 AM »

That's what i thought. I think that if a gold transport is completed, another gold transpoort should be created. If that's already how it works than nvm. I also think that the encounters should be divided by the percentage of players. First, ignore any player under 15mil. Then then 5% of the missions should be doable by the top 5%, the next 10% doable by the 5%-15%, the next 10% etc
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