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Title: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: KenquinnTheInsaneOne on March 31, 2008, 05:02:40 PM
A commander Ability that would reduce the Turn/Credit/CP cost of researching stuff. Or 3 abilities for reducing each one individually.


Title: Re: Research Cost Reduction Commander Ability
Post by: J-Bomb on March 31, 2008, 06:07:40 PM
A commander Ability that would reduce the Turn/Credit/CP cost of researching stuff. Or 3 abilities for reducing each one individually.

to get more truns a lot quitker :21:


Title: Re: Research Cost Reduction Commander Ability
Post by: KenquinnTheInsaneOne on March 31, 2008, 06:40:25 PM
A commander Ability that would reduce the Turn/Credit/CP cost of researching stuff. Or 3 abilities for reducing each one individually.

to get more truns a lot quitker :21:
No its for making researching techs cheaper.

For Example: Researching Planet Construction takes 750 Turns, 750 CP and 75,000,000,000 Credits. If you had 10% in this commander ability it would cost 10% less aka 675 Turns, 675 CP and 67,500,000,000 Credits


Title: Re: Research Cost Reduction Commander Ability
Post by: Chrys on March 31, 2008, 10:43:31 PM
A Research Genius Trait for commanders?

Sounds good. Of course the cap to such a trait should be like 25% max.
Limited only to commander screen and not a mothership mod ability.
Costs for each increment of this skill be high, e.g starting be set to 500CP at x1.5/lvl of skill


Title: Re: Research Cost Reduction Commander Ability
Post by: SirEmi on March 31, 2008, 11:09:22 PM
interesting...  :21: of course it will have to be balanced...


Title: Re: Research Cost Reduction Commander Ability
Post by: FTP on April 01, 2008, 07:41:52 AM
Am I the only person who keeps voting no :S


Title: Re: Research Cost Reduction Commander Ability
Post by: SlayerX on April 02, 2008, 06:16:46 AM
nope i voted no 2


Title: Re: Research Cost Reduction Commander Ability
Post by: Silence444 on April 02, 2008, 07:47:41 AM
i think its a good idea. it seems to me that with every new update more and more of my time is syphoned off from pvp, ship design and forum time etc. anything that streamlines the game or is  a balanced way of making it go faster is a good change.


Title: Re: Research Cost Reduction Commander Ability
Post by: SlayerX on April 02, 2008, 04:27:39 PM
if its giong to be put in it should only be put into the main server on the wars server it will totaly unbalance everything


Title: Re: Research Cost Reduction Commander Ability
Post by: KenquinnTheInsaneOne on April 02, 2008, 04:35:02 PM
if its giong to be put in it should only be put into the main server on the wars server it will totaly unbalance everything
How would it unbalance everything?


Title: Re: Research Cost Reduction Commander Ability
Post by: FTP on April 02, 2008, 07:06:21 PM
Because eventually some top dogs get that tech up high and every researches becomes nearly free, it will make the gab even bigger between the active people and the half active.

And above all people who worked hard and payed high prices for their techs will see newb's buying the same techs for way lower costs.

My vote remains no


Title: Re: Research Cost Reduction Commander Ability
Post by: KenquinnTheInsaneOne on April 02, 2008, 07:13:35 PM
Because eventually some top dogs get that tech up high and every researches becomes nearly free, it will make the gab even bigger between the active people and the half active.

And above all people who worked hard and payed high prices for their techs will see newb's buying the same techs for way lower costs.

My vote remains no
I agree with you on wars that it could cause issue but I'm thinking more about SOMain/SOPVE. Also it would have to be balanced as Sir Emi said so it would most likely be capped at 30 or 40% or something like that so you could not get a tech for 20% of the full price like you can with ships.


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: 42 on April 02, 2008, 07:21:50 PM
On a round based server like SoMain it uses far too many turns to research, I can understand the high cost on Wars as people have plenty of time to build up, but on Main the whole point is to have a relatively quick round, with some level 1 researches costing over a days worth of turns it makes it very difficult for people to experiment and see what works.

On that basis I have voted for lower on So Main only :)


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: FTP on April 02, 2008, 07:23:51 PM
And you are willing to sacrifice your CP to pay less for researches you wont use anyways? Sounds like another commander ability nobody will use.


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: 42 on April 02, 2008, 07:27:27 PM
And you are willing to sacrifice your CP to pay less for researches you wont use anyways? Sounds like another commander ability nobody will use.

I would like the option to do so, playing around with tactics is what makes this game stand head and shoulders above most other strategy games I have played online


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: FTP on April 02, 2008, 07:32:29 PM
Then first lower the research costs and add something then. Aslong as everything is to expensive and not worth the trouble.... why buy it.

it cheaper to buy a fleet that can kill a Space Station to make the space station so strong it could wistand an attack. And above that a strong fleet gives more income a base will never do that.

Sorry if the planets made everything worthwhile to research everything from your base and stuff, but I doubt it.


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: KenquinnTheInsaneOne on April 02, 2008, 07:39:09 PM
And you are willing to sacrifice your CP to pay less for researches you wont use anyways? Sounds like another commander ability nobody will use.
I think your thinking about this post of mine: http://forum.spaceo.net/index.php/topic,3847.0.html

Right now you cant really get above level 5 Gia since after that it costs 6k turns for the next level which is a obscene amount. Other techs also cap out to early in my mind.


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: FTP on April 03, 2008, 04:41:03 AM
Doesnt it double everytime, means with a 50% off lvl 6 would still be unpayable. And think about it how expensive is it to get a skill to lvl 50.


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: Silence444 on April 03, 2008, 08:37:27 AM
ya... i think that is all well and good for cash (and perhaps it should be higher) because cash grows exponentially available as a player advances... and maybe we keep turns the same way because they are almost a constant but cp costs get ridiculous (especially with the BE cap of 500).


Title: Re: Research Cost Reduction Commander Ability(New Options on Poll but was reset)
Post by: KenquinnTheInsaneOne on April 03, 2008, 01:32:55 PM
Doesn't it double everytime, means with a 50% off lvl 6 would still be unplayable. And think about it how expensive is it to get a skill to lvl 50.
On SOMain it's 1k turns/cp a level I believe