Mkay, I am currently working on:
SO WARS - Secret base capacity depends on mothership segment numbers, the more segments you have the more workers / stash can be deposited.
- Any excess amount when the update is implemented will be deposited to the mothership like this: excess workers * 2 + excess stash.
- Once the max capacity is reached for each of the workers / stash excess amount is lost like this: e.g. max stash reached, then you lose worker production & interest, e.g. excess workers reached, no more growth.
- The max deposit amount will be clearly visible in the secret base, and prob some indications of how much % is beeing used.
Anybody against the cap for sercret base please post and please provide arguments on why you are against it.
You may also express approval and provide arguments on why it would be a good change.
Thank you.
i hope you mean the cash in my base will be dropped into my hand.
ok so your putting this in basicly making every 1's ecom the same.
this basicly mean the top 5 will stop making any money.
wich means in 1-2 months the top 50 can catch up unless ofc i would only grind missions and act like this is the pve server.
i only got 1 question how would this change improve pvp sure like said above i can put my cash into ships and reserve them.
the bad thing is i already have a load of ships in reserve so i increase that to even more so i drop in power.
ok so i spend 1000tril on reserve ships i drop in power but then my credits go up again and i have to build a other reserve fleet and a other 1 and a other 1.
so finaly people catch up on me final some 1 in range i find some 1 i been teching disruptors and he still has a 75% warp change on me i need a scout report first ofc hitting some 1 blind is stupid and boom he warps. ok i return to my base no 1 hits me then i just sit in space with no base some 1 still doesnt hit me and why do you ask simple they dont want to touch me because they know i got so much fleets in reserve and a huge cash reserve.
ok then you might change the warp % to 99% max every 1 will be teching stabs. now teching disruptors wont work that well if some 1 is only a 100k under your power his warp % goes up even more if he out techs you with stabs so no 1 can hit any 1.
then you also got the option 2 always try 2 warp now i dont know how that is put in but i render if you attack some 1 the system checks like this
you press the attack button system checks defender warp settings always try to warp now i dont know the % of that but i render it will be 50/50
now if you get passed that there comes a other warp check i render based on your power and tech vs defender techs and power.
wich is why i think -6 hours on a counter when a warp is a Very bad idea. you need to get passed 2 warp away checks before you can even land a attack.
now that might change a littleif you just take out the warpsettings on attack Signatures and just make the warp % still be based of warp techs and total power.
this would mean warp techs will have increased use and you would only have 1 warp check to see if some 1 would warp or not.