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Author Topic: About planets, some neded "next round" updates  (Read 6458 times)
The-Joe
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« on: June 29, 2009, 06:56:15 AM »

Conquering planets from lower rank players is far to easy.
1. 40 turns on an attack is to little. 2000 turns would be better. That's because 2000 turns means a lot even for high rank players.
I say that because i lost a planet at the beginning of the game, and i thought a lot about the ways i could protect my planet next round. And there is no way i can imagine. At the time Fender spent around 150 bill marines, but he used a 1,5 trill lead, so that was small change for him, and a huge blow for me.
2. Space stations are to weak. The only defense is cloaking and that's too expensive to be worth, if planets are not protected against raids.

I say all this because this game needs to be fair to everyone. Spending as much as it's required to create and develop a planet leaves little for other investments. And loosing the planet in this conditions means loosing any shot to the tops.
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KenquinnTheInsaneOne
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« Reply #1 on: June 29, 2009, 04:51:11 PM »

Um 2000 turns per attack would not work. No one would attack planets if that happened..... Normally you spend up to 150k to 175k turns in a round if you max. So 2 k turns per attack would be 1.1 to 1.34% of every turn you will have during the entire round.

I cant say anything about the balance of attacking/defending plants I just know 2k turns per attack would kill planet pvp.
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The-Joe
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« Reply #2 on: June 29, 2009, 06:12:15 PM »

40 turns is waay to cheap. And marines cost is irrelevant for 80% discount on marines. If somewone get's a two weeks advance by luck or donations or both... he may forbid others to use planets.
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Spayed
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« Reply #3 on: June 30, 2009, 07:57:10 AM »

i agree 40 turns is to little,
maybe somewhere between 100 and 200.

but in this case i doubt it would mater considering the bloke that did it could just donate for more turns 13

ken i maxed in 98k turns last round 16
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DarkChaos
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« Reply #4 on: June 30, 2009, 03:55:57 PM »

dang it spayed.. I thought I beat you last round with the fewest turns.. You only used 98k? You suck, I finished with 101k  4
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Spayed
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« Reply #5 on: June 30, 2009, 10:01:36 PM »

haha sorry mate 13, ill use more then 98k this round tho 13
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« Reply #6 on: August 05, 2009, 10:50:09 AM »

Sorry, but posted on the planet topic on another thread this a.m. before seeing this one.  But you're right, Joe.  Any time there is a way for one player to gain an advantage through brilliance or banking that allows him to take over ALL other players, a game is broken and players start quitting the game.

As to turn costs on planet attacks, maybe these tweaks help...
- There's a formula 40 turns (number may change) x Power difference (as in 3 times pwr requires 120 turns).  As Spayed said, it doesn't matter to someone who'll spend $100, but it at least costs something to do then and prevents one person from running every aspect of everyone's game.  Instead he'll at least choose a very limited set of targets.
- At some disparity threshold (10xPwr?), conquering is not allowed.  At another (20, 50, 100?) raids aren't allowed.

Personally, I'm a fan of adding things that make sense in the game world (galaxy in this case).  After all, there were no Fleet Power or Turn police waiting at Poland's border turning back Hitler.  These aren't the best ideas, but maybe something like the following might help, too.
- Introduce some random but real risk for high disparity attacks on assets.  Dunno what exactly, but maybe traps in the stolen resources/creds blow up the attackers ships--based on chance possibly modified by research--or even destroys a percent of the attacker's cache.  These effects could be randomly timed--adding real risk.  Otherwise, someone will find the loophole like reserving or selling ships after an attack--the counters have no effect or even help with a neb.
- Like reputation, track some measure of amount of planets taken, etc.  The more people destroyed / worlds enslaved, the more rebellions grow and drop productivity, sabotage assets, etc.  This is also "randomizable".
- Allow mining facilities to warp, too, but possibly having to dump some % of resources.  This still allows attackers to gain and costs something in losing those resources and mining functionality during warp bubble but mitigates the losses and the tedium of rebuilding AGAIN.
- Tracking devices can be set by defenders on attacking ships--allowing reserved fleets to be found and destroyed.  Since higher levels often sell rather than reserve, this may have more impact on lower PvP and less on the top ranks.
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Renshaak
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« Reply #7 on: August 05, 2009, 11:25:40 AM »

Oh CRIMINY and PLEASE allow a faster way to rebuild/replace assets when they're destroyed!!!!!!!!
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TNTTony
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« Reply #8 on: August 05, 2009, 11:35:11 AM »

Its okay ren. THis post isn't too old.

But I don't hear Joe complaining anymore  19 Guess someone found a way to survive without planets  16
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Saturn 7
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« Reply #9 on: August 05, 2009, 03:02:11 PM »

You can survive in the top 10 without a planet, but its hard to keep up with those around you that do.... well those that manage to keep them!
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Fatal Intuition
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« Reply #10 on: August 05, 2009, 04:47:51 PM »

i lost a planet yesterday to its just how it works
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Spayed
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« Reply #11 on: August 06, 2009, 08:15:00 AM »

its easy to survive without a planet, i was 2nd all round without one, im only fropping back now cause i dont have time to play.
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Renshaak
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« Reply #12 on: August 06, 2009, 04:06:31 PM »

Obviously you're right that having planets is not the only way to survive.  But the game is out of balance if one of the major tools for survival exists solely at the discretion of one player.
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