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Author Topic: Stash Cap  (Read 9603 times)
Amagnon
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« Reply #15 on: February 23, 2008, 06:20:27 AM »

Eliminating stash is too much - the high incomes allow a different style of game that is far more interesting than the conventional game that is played up until 10 mil segs or so.

If you eliminate stash income entirely you will kill off much of the games potential.

Mining facilities are only useful for generating cash at the start of a players career, after that the minerals become far more important than the small amount of cash they generate.  Biofarms are similar - they are useful at the start of the game - and become trivial fairly quickly.

If you want planets to be worthwhile, then they need to generate a lot of income.  Id suggest that they need huge resources to manufacture, but yield good returns.
« Last Edit: February 23, 2008, 06:27:16 AM by Amagnon » Report to moderator   Logged
Amagnon
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« Reply #16 on: February 23, 2008, 06:29:26 AM »

i mean the warp tech were also made for a 6month round you need to change that aswell. just making warp disruptors cost the same as warp stabs and refunding the exess in turns and cps people spend on disruptors will make pvp alot more interesting.

I was thinking of starting a new thread on this Riv, guess I will now - most players are aware of the power of stabilizers and disruptors now.  Your suggestion mirros my own, except I believe the costs should be reversed - making disruptors cheaper than stabilizers.
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« Reply #17 on: February 23, 2008, 06:44:21 AM »

i mean the warp tech were also made for a 6month round you need to change that aswell. just making warp disruptors cost the same as warp stabs and refunding the exess in turns and cps people spend on disruptors will make pvp alot more interesting.

I was thinking of starting a new thread on this Riv, guess I will now - most players are aware of the power of stabilizers and disruptors now.  Your suggestion mirros my own, except I believe the costs should be reversed - making disruptors cheaper than stabilizers.

you cant make it cheaper else in a month i will have enough disruptors to attack some 1 50% my power.
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« Reply #18 on: February 23, 2008, 07:53:49 AM »

i mean the warp tech were also made for a 6month round you need to change that aswell. just making warp disruptors cost the same as warp stabs and refunding the exess in turns and cps people spend on disruptors will make pvp alot more interesting.

I was thinking of starting a new thread on this Riv, guess I will now - most players are aware of the power of stabilizers and disruptors now.  Your suggestion mirros my own, except I believe the costs should be reversed - making disruptors cheaper than stabilizers.

you cant make it cheaper else in a month i will have enough disruptors to attack some 1 50% my power.

Which is still no one Riv. :-)

Again I can't see anything wrong with Amagnon's thinking.
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« Reply #19 on: February 23, 2008, 10:26:54 AM »

disruptors shouldn't be made cheaper, but the same price would be fine.

planets  wow

workers cant be made 50% more profitable for gold accounts, thats just unfair. there are many good players in my alliance without gold accounts that are doing fine. this would basically send them packing.
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« Reply #20 on: February 23, 2008, 04:31:11 PM »

well there is also a other problem i just tought off with no intrest to stash.

i wonder what we giong to use to resupply ships with marines i dont think they will take rocks as payment.

the income you will get will drop and the drop will be big boarding is hard as it is and it a huge money sink.
i used like 20 tril on boarding to get some 1's marines drained. boarding is giong to be reduced to a seg attack only
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« Reply #21 on: February 23, 2008, 05:44:47 PM »

Ok, first please take the disruptors / stabs discussion to the other thread.

Planets:
- The planets will take over the production of the stash, we can't make planets profitable as long as stash interest is the main income source.
- We got a lot of unused turns that will go into planet construction and maybe maintenance
- Worker production is also a major profit generator, making cycle 60 minutes enables planets to serve a higher role in generating profit
- 50% more worker production for Gold (not such a big impact on non-Gold once the planets take over the economy)

The objective:
- To split the secret base income and divide it amoung the planets, making planets conquerable and income generators will stimulate fighting on the planets and for the planets, increasing indirect PvP where the attacker disrupts the supply lines (planets) of enemy, increasing overall galaxy combat.
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« Reply #22 on: February 23, 2008, 05:53:02 PM »

We got a lot of unused turns that will go into planet construction and maybe maintenance

hmm i dunno about you emi but im short of turns.
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Amagnon
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« Reply #23 on: February 24, 2008, 10:36:33 AM »

## Edited - apologies to Emi for way I presented it earlier ##

The issue with player incomes from stash is not the size of the income - that doesnt really matter.  The problem is the compounding nature of the income - where incomes increase at an increasing rate - therefore spiralling upwards faster and faster.

Theres no real need to reduce incomes at all - all that needs to be done is to stop it being an exponential growth curve, and flatten it to a linear one.  Capping stash by using segments does that nicely, segment growth is basically linear.  There is a slight curve upwards thats attributed to increasing encrypt level, but that is neglible.

- The planets will take over the production of the stash, we can't make planets profitable as long as stash interest is the main income source.

Theres no reason why planets cant be profitable just because players have some income from stash - as I outlined earlier, its not the total income thats the problem - its the non-linear growth - a stash cap tied to segs will work.  Planets are likely to need extensive testing to balance - they are not going to be ready tomorrow, which is when we need the fix. 

Whats the right income from planets?  How long will it take to tech them up, or whatever is needed for them to earn enough income to replace stash and workers?  Players will need to research and build them - if the income is tech related, then that means the top players have the same starting position as everyone else - which is huge cut in income, and no faster growth than anyone else to recover.

Surely its better to leave the current income streams and just give planets a good production capabilty.  Workers and stash can be tied to segments - but planets are going to be really hard to control, they are unlike anything else currently in the game - the balancing issues for this project are likely to be nightmarishly difficult - this is a huge change and will really need thorough testing.

- We got a lot of unused turns that will go into planet construction and maybe maintenance

No-one who plays consistently at any level has spare turns.  In fact more turns are needed - suggestions have been made regarding adding items from missions that give free travel turns (my idea, convert warp travel items to free travel), and tech turns items (an idea by Chrys, quite a nice idea I think).  This keeps up the incentive to do missions at the high end where the segs growth is so flat its hardly worth doing missions at all.

- Worker production is also a major profit generator, making cycle 60 minutes enables planets to serve a higher role in generating profit

If stash is removed and workers cut to 15% of current production rates, then planets have to make up 93% of players current incomes - thats only if stash and workers were balanced - and for the AI guys they arent.  Planets will be the ONLY source of income - its a new idea with a huge impact, its got great potential, for going horribly wrong.

Surely it needs to be phased in over time - with slow movements based on player feedback and credible testing.

One other thing thats important to note, the game changes with high incomes - the potential is amazing - only a few players are currently pushing these limits and exploring what can be done.  Cutting current incomes so drastically kills off a game world 99% of the players dont even know exists yet - and they want to see it, I guarantee it.

- 50% more worker production for Gold (not such a big impact on non-Gold once the planets take over the economy)

Planets really need to be in and working before making adjustments to economies, otherwise things can go badly wrong - trying to get it all done in one hit is very likely to be a disaster - it would require a miracle to get it right on the first try. 

Adjusting gold bonuses is likely to annoy players, they either are relying on having them, or planning on being competitive without them.

The objective:
- To split the secret base income and divide it amoung the planets, making planets conquerable and income generators will stimulate fighting on the planets and for the planets, increasing indirect PvP where the attacker disrupts the supply lines (planets) of enemy, increasing overall galaxy combat.


The conceptual changes this will introduce are huge, it just looks like too big a change to the game fundamentals to rush an implementation.  However, I like planets and I believe they can be added and still keep all the good things about the current game.


The game is 95% working, some issues remain outstanding - but with such a complex system, your always going to have to be making small adjustments to try and keep it balanced.

Direct attacks have been the basis of the game since it began, why change it before its even working properly?  Normal combat still needs work, attacks are currently too weak, and should be increased in value and impact - but these changes would decay them (by 85% or so) to a point that they are not worth making at all. 

Planets are going to be really difficult to integrate I think, they need to be tested thoroughly, phased in slowly with limited tech available to prevent errors being overpowering and then adjusted and fine tuned on implementation.

If planets, workers and stash are all balanced against each other - then direct attacks still have value - and taking planets is also profitable.  Stash and worker caps based on segments, and planets able to generate higher income than either of those individually, but maybe not as much as both combined.

This is a huge change - implementing this on WARS without extensive testing is a big risk, it greatly reduces the value of segments (to 15% of their original value), which up to this point have theen the basis of all PvP action - direct attacks would cease to be an option.
« Last Edit: February 24, 2008, 04:53:11 PM by Amagnon » Report to moderator   Logged
Amagnon
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« Reply #24 on: February 24, 2008, 05:39:17 PM »

well there is also a other problem i just tought off with no intrest to stash.

i wonder what we giong to use to resupply ships with marines i dont think they will take rocks as payment.

the income you will get will drop and the drop will be big boarding is hard as it is and it a huge money sink.
i used like 20 tril on boarding to get some 1's marines drained. boarding is giong to be reduced to a seg attack only

Riv, exactly correct - removing current income sources because "planets need a big role" is uneccessary and a horrible complication that will tilt WARS out of control. 

Planets can have a big role, they just need to be given a decent income.  Making the income from planets tech related is instantly a problem in balancing - they need to be cash investment buckets - so more cash is more profit.

This is an old problem - the problem surfaced with stations not having sufficient hit points and attack.  You need a hybrid system if your going to mix tech and incomes or tech and combat effectiveness - the hybrid system needs to incorporate tech, and cash.

Stash just needs a CAP RELATED TO SEGMENTS AND IT NEEDS TO BE IMPLEMENTED YESTERDAY.  1 segment allows 25 million in the stash is a pretty good value and should keep worker and stash income fairly balanced with each other.  A player with 1 million segments can have 25 trillion stash earning interest - anymore than that doesnt earn interest, for 10 mil segs it becomes 250 trillion interest bearing stash.
« Last Edit: February 24, 2008, 05:45:37 PM by Amagnon » Report to moderator   Logged
SirEmi
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« Reply #25 on: February 24, 2008, 06:12:15 PM »

Stash interest new mechanic - SO WARS

http://forum.spaceo.net/index.php/topic,3683.0.html

Locked, please post in the updates section.

Thank you
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