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Poll
Question: What is your opinion on increasing turns costs and rewards for missions.
Leave it - 1 turn, 50 segs - 4 (19%)
10 turns, 500 segs. - 2 (9.5%)
20 Turns, 1000 segs. - 1 (4.8%)
25 turns, 1250 segs. - 1 (4.8%)
I really hate grinding, 50 turns, 2,500 segs. - 3 (14.3%)
Increase it, use a sliding scale though. - 10 (47.6%)
Total Voters: 21

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Author Topic: Increase turns and Segs for Missions  (Read 3623 times)
Amagnon
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« on: October 01, 2007, 04:09:11 AM »

I think this idea had some strong support, so Id like to poll it to maybe raise the profile again - I know I would love for an increase in turns and segs from missions, anything that cut down the time commitment to such a repetitive activity has got to improve the fun of the game.

Note - this change doesnt effect play balance if its a flat increase - it just effects how much time players have to spend mindlessly grinding - of course there are those who like mindless things ...  laugh
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TheMerchant
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« Reply #1 on: October 02, 2007, 12:52:40 AM »

I really hate grinding, but if i fail a mission i dont want to lose 50 turns 1 so 25 per 1250 segs for me.
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basill
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« Reply #2 on: October 03, 2007, 03:34:01 AM »

I like the scale because the new people can get experiance doing missions so they learn how to do it without loseing 50 turns and the ones who have played can stop wasteing so much time on missions.
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SlayerX
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« Reply #3 on: October 03, 2007, 07:29:29 PM »

and if the scaling is put in cut the effectiveness of credits workers and xp on the warserver from items by 300%
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TheMerchant
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« Reply #4 on: October 03, 2007, 08:17:48 PM »

i dont quite understand your post...

I like the scale because the new people can get experiance doing missions so they learn how to do it without loseing 50 turns

you like the current scale?

and the ones who have played can stop wasteing so much time on missions.

or you dont? the way i intepret your post you contradict yourself.
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basill
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« Reply #5 on: October 03, 2007, 11:59:02 PM »

(perhaps I should have said sliding scale in the earlier post) I like the sliding scale because a new player will still be doing missions for 50 segs per turn so they get experiance doing missions and when it slides up people who have been playing and know how to do the missions will be doing 500 segs for 50 turns and won't have to spend as much time doing missions, as for how far/fast the scale moves only Emi can decide that, hopefully on the input from players both new and older.
« Last Edit: October 04, 2007, 12:01:02 AM by basill » Report to moderator   Logged
Amagnon
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« Reply #6 on: October 05, 2007, 04:48:29 AM »

So far 86% of 14 responses are in favour of an increase. 

If like me you really like this idea - please ask your alliance members to place a vote.
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Amagnon
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« Reply #7 on: October 05, 2007, 05:29:57 AM »

I also noticed 6 people have voted for "Sliding scale"  Might need to work up a decent model if that turns out to be the popular idea.

I originally thought you should use encrypt level - but Ive since changed my mind on that.  Encypt level is not tied into your current amount of segs - its simply a measure of how much work youve done on missions.

Some players might get hammered badly in PvP - to penalise them because they have a higher encrypt would be a further deterrent for them to try and make a come back into the game - so id suggest that the sliding scale be tied into the players current number of segments.

That way if you took a beating - you might drop down into a region of faster growth - making a comeback more viable.
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Amagnon
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« Reply #8 on: October 27, 2007, 06:31:09 PM »

Sliding scale suggested format.

Base the scale on mission level.

Missions 1 to 250 - 5 turns, 250 segs
Missions 251 to 500  - 10 turns, 400 segs
Missions 501+ - 20 turns, 750 segs

BUMP BUMP BUMP >>>> Please Emi - OMG ... please make some increase.
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