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Feedback Terminal => Suggestions => Topic started by: Spayed on September 29, 2007, 08:58:59 AM



Title: council protection
Post by: Spayed on September 29, 2007, 08:58:59 AM
lalalalalala, the poll basically explains everything


Title: Re: council protection
Post by: Rachel on September 29, 2007, 09:06:14 AM
Yes i think it should be a total freeze, but i wouldnt mind it if workers production and interest keep working


Title: Re: council protection
Post by: FTP on September 30, 2007, 09:58:38 AM
Sir Emi promised me to do something with it so I have good hopes but till then  :2:

Stop those abusers :(


Title: Re: council protection
Post by: Gunfighter Frank on September 30, 2007, 06:06:23 PM
as I have stated previously I believe CP should be a total freeze.  I would not be averse to maybe 50% of secrect base growth but the ability to do missions should be removed and there should be a limit to the number of times it can be activated in a round.  most rounds last between 3-6 months. so I beileve 3 - 6 times would be a good number for this to be able to be activated.


Title: Re: council protection
Post by: Lammalord on October 01, 2007, 02:11:08 AM
freeze it! then make it active for a mim of 48 hours.. so they still cant just freeze when they log off.. but only when there actally going away


Title: Re: council protection
Post by: Moonlightdragon on October 01, 2007, 07:24:24 AM
yep freeze it, I agree with Lammas idea, min of 48 hours, this then stops people from just doing it every time they log off, or coming out of it just to do missions/encounters and then safely hiding back in CP mode.


Title: Re: council protection
Post by: zephyrblade on October 01, 2007, 07:28:05 AM
Got linked to this so I Voted.  :)
I'm also for freezing for a min of 48 hours.
This CP manipulation is ridiculous.  :14:


Title: Re: council protection
Post by: Captain Banger on October 02, 2007, 12:52:17 AM
 :2:thats just sad. to hide in cp. i havent played for a while and its pretty sad to hear such cowardly actions are going on. i voted freeze it. but i think that worker production should continue that is only fair.


Title: Re: council protection
Post by: TheMerchant on October 02, 2007, 12:54:12 AM
no doubt about it.


Title: Re: council protection
Post by: basill on October 03, 2007, 03:30:51 AM
I voted full freeze if you can't play and want protection then fine but don't expect to grow while doing it many others simply take the hits so that they can grow while away.


Title: Re: council protection
Post by: Cameron07 on October 03, 2007, 07:07:11 AM
boom... cp= account automatically frozen for two days.. maybe half growth of workers and half production, when you come back you turn your cp off and it cant be activated again for another 7 days... just sounds good to me


Title: Re: council protection
Post by: Gunfighter Frank on October 05, 2007, 04:03:38 AM
I would add an additional penalty to this CP problem for those that like to use it all the time.  maybe it could cost 10% of all assets, and the mission pay would only be 25% of what they would be


Title: Re: council protection
Post by: al3xazz on October 08, 2007, 03:38:36 PM
maybe it should be done this way:
when activating cp you loose 10% of your workers and creds, all your ships are automatically put in reserve

min time in cp- 24hrs (if max wasnt 7/14days for simple and gold respectively it would be fine to go for 48)
after getting out of cp you cant activate it for the next 72hrs
you get 1/5 of worker and stash growth and 1/10 of credit production
also you get 1 turn every um i think either 5 or 10mins would do :D