Title: Items Post by: Amagnon on February 24, 2008, 11:23:52 AM Items from missions could be adjusted to create a variety of game impacts, heres a couple of ideas.
Seg Items - increase the size of segs items for low missions. To accellerate players into the game, you could change the lower end of the segment database to have larger segment items. Maybe make all segs items that yield less than 500 segs, give 500 segs or so. This would certainly allow starting players to get up faster. Warp Items - Ive raised this one before. Players movement at all levels is restricted by turns. Turns spent teching, or doing 10x missions all cut down a players ability to either go looking for enemy players or encounters. Changing warp items to free turns of travel (like warp fuel) would allow players to get back a proportion of turns spent on missions to use for traveling to find encounters, or more importantly to search for enemy players. Tech Items - at the high end, segs growth becomes very flat - most players will tend to sit on their asses and spend all their turns on tech, because its the most effective thing to do. Theres not much incentive to do missions at all. If missions returned turtns that could be spent teching up, then the high end players would be more active, doing mission and travelling around. CP Items - SOme nice returns from doing missions. Encounters are nice bumps to CP, but a steady supply of lower items would be nice at all levels to allow players to pick up some CP even if they dont get lucky on encounters. Mining Items - Again, previously proposed the idea - change these items to give a number of turns of mining. When mining players enter the number of turns they want to use (instead of the target amount of ore). Title: Re: Items Post by: jessiedog on February 24, 2008, 10:20:08 PM ahh everything is fine how it is. CP are supposed to be rare on the wars server, thats what makes it unique and harder.
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