Title: Council Protection, mothership contracts and encounter / missions power Post by: SirEmi on January 24, 2007, 03:02:36 PM 1) Council Protection Mode: (Available in account area, check the box and click update, some kind of semi vacation mode :) )
- Can only be activated if no counters in last 24 hours, disables gaining turns and secret base production / growth. You are taken in an extended nebula, 14 days for Gold and 7 days for others. It can be deactivated at any time, automatically deactivates if you attack someone else while in protection mode. So the Council will take a fee and provide you with an extended hideout place, but the fee is you dont generate any turns, you only use what you have, and you do not have credit and growth to the secret base. I can see a lot of good applications for this one, like if you wanna freeze the attacks on you along with the fee while you do a couple of missions, or design a really expensive ship, etc. The only requirement is that others dont have counters on you. Can be activated / deactivated at any time. 2) After the last update, I have received some very good info that enabled me to find where the encounters / missions where spawning a little more fleet power than they should. I have corrected that, and there should be an improvement, they shouln't go over their fleet power now, but of course they can go lower, because of cost calculations, fleet used by commander, etc. 3) Mothership contracts, if you are below 50 mil power, will be less difficult and offer less reward, not counting commander level. OVer 50 mil power they are as usuall. This was done to help the commanders that have lost their fleets and have a higher level and can't do them because of credits required. P.S.: Fleel free to provide any info you may think is important, especially with the Council Protection, I am monitoring how it's going with it. God Speed commanders! Sir Emi Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Silverthorne on January 24, 2007, 03:39:42 PM Thats great Sir Emi, now at least I know if Im going away for a few days I wont have to worry about all my segs being taken :confused:
GREAT STUFF Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: A^Bloody^Idiot on January 24, 2007, 05:34:36 PM 3) Mothership contracts, if you are below 50 mil power, will be less difficult and offer less reward, not counting commander level. OVer 50 mil power they are as usuall. This was done to help the commanders that have lost their fleets and have a higher level and can't do them because of credits required. yea great update, only I'm 1 of those who have lost their (in my case:) ENTIRE fleet ... :sweat :sweat TWICE! :4: :4: Oh well, let's just hope such ain't happening again :wounded1: :wounded1: Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Gunfighter Frank on January 24, 2007, 06:10:19 PM Sir E there needs to be a limit on how much this can be used per round. I can already see the potential for abuse with this. and I hate to say since you can do missions and build ships while in this mode it is not good. it should be a total freeze of everything and be used as a true vacation mode.
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Argus on January 24, 2007, 06:16:07 PM I agree with Frank.
Its supposed to be for vacation use, so you should only be able to deactivate it, and nothing else, once its up and running. Activating the vacation nebula should not be possible immediately after getting out of one either, or perhaps it should cost you 10% of your cash (on hand and in base, and perhaps also workers) to activate it, so its not done lightly. -just my two cents. Argus Eritaramis Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Spayed on January 24, 2007, 09:42:04 PM emi how much lower is the reward when ur lower then 50mill??
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Remfer on January 24, 2007, 10:17:32 PM YES finally, now when on vacation i'm not completely hosed!
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Seither on January 25, 2007, 09:25:45 AM yes, being able to activate that vacation mode is WAY to easily abused. I can already see people hopping into nebulas so they can do missions with ease. I think that it should be a total freeze, and logging in after going on vacation disables it, or that it should cost, as argus said, 10% of your worth.
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: deathStar1337 on January 25, 2007, 09:45:51 AM I am hopeing that this extended neb is removed during DDAY because if it is not then it is the most obvious abuse part with this vacation feature
I can see it now.... everyone in SO on vacation mode during DDAY. Will certainly make the most peacefull DDAY in SO history that is for sure :12: Other than that, vacation mode is awsome!!!!! :wow: :wow: :wow: Thanks again for more great updates emi and i look forward to more :D Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: davey boy on January 25, 2007, 09:49:51 AM dont worry im sure vacation mode will be null and void on d.day like generating creds from workers and thanks for the update emi
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: SirEmi on January 25, 2007, 12:48:40 PM In DDAY the system will bypass any nebula, so it wont make sence to enter vacation mode, as you will not gain turns and also be attacked, as in the end, it's just a small nebula that doesn't work in DDAY hehe B-)
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: FTP on January 25, 2007, 05:58:40 PM Remove that you can do missions during this holiday mode, a donater could donate for turns in late round without the change anyone can hit him....
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: ars68 on January 26, 2007, 11:35:44 AM hmm... ya, FTP has a really a good point... not to badmouth donators... you have to at least like them...
but with that ability to stay in neb 24/7 + the ability to donate for turns... the only catch then would be something that is barely used late in the game anyway... of course, heh, while it would meen donating for every turn they get... it basically means making a giant sinkhole in the playing field... in other words... except for DDay, they would be 100% invincible. at least how nebs are now you get the chance to hit them every 24 hours :) otherwise, I like the idea completely... though really... how many times HAVE we had the discussion about vacation mode before? and more importantly, are other things we talked about coming up soon to :21: :)) Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: drakken on January 26, 2007, 11:50:27 AM it basically means making a giant sinkhole in the playing field... in other words... except for DDay, they would be 100% invincible.
thats not true. you can always bounty through nebs. its a useless addition to me.but i have no complaints about it. Although it would be nice if things got fixed before things like this get put in game. Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: SirEmi on January 26, 2007, 01:16:31 PM The bounties are going trough the nebula, so they ballance each other out. Not that anyone would do that, give up secret base and turns? Unlikely...
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Gunfighter Frank on January 26, 2007, 05:08:52 PM well if any thing like last round I had over 12k turns at the end so not generating turns is not a big deal especialy if you have a positive rep and cant be attacked at all. but I can still do missions and upgrades to my mother ship and commander. what is a few thousand turn? I am of the opinion it should be a total freeze and a true vacation mode. design a ship ok but anything that can generate credits, CPs, Levels, segments, workers, aside from out right buying them should not be allowed. If we are not able to harm them they should not be able to profit from it. a vacation mode should be that a total freeze so you can take a vaction and not get wacked while you are away. So if you plan on a vacation make sure all counters are taken before you go else the counters will go through anyway.but nothing else aside from a counter no matter what form it takes. if they take it as bounty or a regular set of attacks that should be the offended persons choice.
This is a good update but leaves to much room for abuse. YOu are doing a great job Sir Emi Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Silverthorne on January 26, 2007, 08:45:39 PM Yes, I agree that if you use the 'vacation mode' you shouldnt be able to profit by it as it would be too easy abuse.
As was stated - it is too easily abused the way it is now. Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: FTP on January 26, 2007, 09:40:58 PM Encounters and encryption give more turns then you can burn if youre lcuky, so with holiday mode....
Freeze it, and so you dont go for a quick protection, make it two days atleast you have to stay in it. Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: jebus767 on January 27, 2007, 12:52:58 AM I think that it should be a total freeze. In the late game a couple dollars worth of turns goes a long way. And a person that would abuse this probably wouldn't rely on money from base. Vacation mode is a real good idea i would just hate to see it abused.
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: SirEmi on January 27, 2007, 12:48:48 PM I am monitoring to see how it goes, I guess I could make it so you can't do missions / encounters while in the protection if it needs be...
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Gunfighter Frank on March 13, 2007, 04:42:21 AM I think that would be prudent Sir Emi. That would make it so that it cant be abused or seen as being abused, weather it is specified in the rules or not.
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: deathStar1337 on March 13, 2007, 04:54:56 AM I agree with frank because someone who doesnt spend any turns anymore and has a big positive rep could sit hapily in protection mode making in excess of 3trill credits a day from the market :shy:
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: thezerg on April 30, 2007, 12:29:58 AM I think that a way to prevent abuse is to make it like the vacation mode of another game. It is a total freeze of your account, not even bounties, and it lasts indefinetly. However, it has a minimum time of three days, probably two for this game though. This would prevent people from using it lightly. I think that that would work a lot better. Also, I will be gone for a longer period of time than 7 days and would prefer not to be dead when I got back.
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Dont blame my main on April 30, 2007, 12:00:16 PM Thezerg get someone who you trust (does not even has to be a player form this game) to re-activate it every 6 days you are gone. Even someone who never seen this game can click to buttons.
Title: Re: Council Protection, mothership contracts and encounter / missions power Post by: Remfer on April 30, 2007, 04:13:04 PM i agree with zerg...if it's a vacation mode...then the person should be on vacation...a total freeze of your account meaning
NO missions/encounters NO turns/creditproduction/growth etc No one can attack/bounty you No one should be able to select you (not just saying ur in a neb) so it looks like they dont' have the power but the others around that person do... vacation mode lasts until u log in...just like deleting an account it will take 7 days until deletion unless u log in...but vacation mode is activated until u log in... |