FTP
First Sergeant
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Posts: 1872
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« on: January 21, 2010, 04:26:21 PM » |
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This is not really a single suggestion, its more getting several suggestions together trying to fix some of the major problems. I’ve put them all in one topic as the fixes are supposed to be implanted together. I ask you to keep on topic, I will edit this post as I see fit, when people suggest changes.
First of all, alt nebbing one of the most annoying things in the game. First and most easy thing against this would be to be make the attacks in the galaxy in the same power frame as on the ranking page. So 80% => 200% But to make the galaxy still a place where you can attack we will need a few changes, - When attacking in the ranking you get a 0,9 penalty for attack on regular attacks, due to defense bonus, you should change this to get a 1,1 bonus to attack and a 1,5 bonus to marines in galaxy attacks due to element of surprise. Making attacking easier. - Improved rewards, double all rewards, so double XP (which should be increased for both), double income from raids as well and more salvage items. - Make it possible to raid the credits on hand of a person, due to the element of surprise you can try to raid someone’s hand. This will be at 33% of what you would raid from someone’s secret base (so 66% from what you would raid from someone’s base using ranking screen. - This makes sure the techs for warp stabilizers and disrupters are not useless
Never having mission ships out, lowering power and things like that. Remove the reserve ships ability completely. This way you do not have to make the sell cost for ships way lower. Reserving off ships has no use when you get a line assembly at a good level anyways at the moment so won’t be missed as much. With that said the attacks on reserved ships would be only really unbalanced… you could fight enormous swarm fleets or reserved tanks without being able to guess how big they are.
Without reserving people cannot buy reserved ships to artificially lower their power. On the other hand this would eliminate the option for lower people to hide some ships (like PvP ships and stuff like that) to fix this you should make the sell value of all ships 75%, no matter what your line assembly is you would get back 75% of what you would pay for it. This will give a boost to boarding as well in the lower levels due to the higher sell value.
For the “penalty” of being in a nebula I would suggest being unable to use any turns. This I propose because if you remove the ability to gain credits from your secret base or planets, would just give an advantage to the top players who are in nebula less often. But if you have to be out of a nebula to do missions means you cannot always hide your mission ships and this will allow other players to try and kill them generating more salvage items, hopefully increasing pvp. To make sure people do not accidently drop out of a nebula if they get attacked doing missions you will be fully unable to use turns while you are in a nebula. You will get a button to drop out of nebula after which you can return to your normal activities. (counters being the only exception)
As I suggested at the losses salvage, you should not get part of your ship back when it gets killed in PvE, if you want to take risks, that is your choice. But to promote the use of marines as you can only do missions/encounters while you are out of a nebula, marines should use escape pods. Which means that every time you lose a ship in PvE you will get all marines refunded as workers. There would also be an option to assign workers as marines.
Another balance to planets and base power is to make planets effect your base power so that no matter if your segments/workers are at your planet or your mothership they will contineau to count towards your base power.
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