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General Talk => SO WARS Discussion => Topic started by: SlayerX on May 10, 2008, 12:53:16 PM



Title: Save Sowars lets think up some stuff
Post by: SlayerX on May 10, 2008, 12:53:16 PM
yeah as you know pvp is deing all around and players are leaving.

its ok in the top 75-100+ i think but when you go higher in rank your ships become more and more expensive 1 good hit and your down for the count since you cant replace your ships.

planets might be a good cashflow but they take to long to setup to overtake your secretbase and it takes a poop load of turns and cps ( wich are even harder to find).

so what can we do to increase cashflow with out maxing out the entire server with in a week?

lets make this sever interesting again and fun atm all you do is spend your turns on missions and i tought this wasnt the pve server.


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on May 10, 2008, 07:35:22 PM
sorry riv, but the only reason this is getting boring is because Armageddon Inc is doing absolutely nothing to beat the Infernal Cabal. you have better economies, yet to my knowledge you have never attacked them, ever.

if they are beaten, there will be fresh new players coming up the rank of 30-60 to the top 30, fresh new targets with fresh new wars.


if there is a way to make tinymen less effective, that would achieve this goal because everyone would have to power up again and lots would be in ur range.

my suggestions:
give new players more to work with
make components with weight 1-3 cost 2X more energy, therefore destroying tinymen, this is radical, but please say what u think


Title: Re: Save Sowars lets think up some stuff
Post by: Mobius13 on May 10, 2008, 07:45:08 PM
 :))

Thats harsh jess  :D

but we do need something to spice up this server... Im not a very good idea person so i hope someone comes up with something...


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 11, 2008, 05:23:04 AM
sorry riv, but the only reason this is getting boring is because Armageddon Inc is doing absolutely nothing to beat the Infernal Cabal. you have better economies, yet to my knowledge you have never attacked them, ever.

if they are beaten, there will be fresh new players coming up the rank of 30-60 to the top 30, fresh new targets with fresh new wars.


if there is a way to make tinymen less effective, that would achieve this goal because everyone would have to power up again and lots would be in ur range.

my suggestions:
give new players more to work with
make components with weight 1-3 cost 2X more energy, therefore destroying tinymen, this is radical, but please say what u think

last time i attacked a cabal inc member it cost me 400tril to setup a fleet.

you know how long that takes jess a month it takes a month to get 400 tril now.
so why would i spend all my cash reservers in attack so that every 1 else get a free ride to totaly destroy me.

increasing the energy might work but will give other problem later on


Title: Re: Save Sowars lets think up some stuff
Post by: Chrys on May 11, 2008, 06:39:05 AM
Exactly, changing the energy limit wont change anything....size 1-3 cost x2? x3? energy?....then tiny with size 4 components will be used..
to what level will it be acceptable then to change the energy limit? The concept of the tinymen wont change.

theres trade-offs from using the diff kind of ships.....



Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 11, 2008, 07:04:57 AM
how about we put in interactive encounters into the wars server?

at high FP you hardly find any encounters that are below 1 tril FP and you find alot of them at lower fleet power and the rewards should scale with FP if im right so it might help every 1 catch up on me and the others?


Title: Re: Save Sowars lets think up some stuff
Post by: Chrys on May 11, 2008, 07:21:54 AM
I did mention something similliar to what u suggested, giving good turn/cp items for lower powers, adding another decimal place to the resource items, and yeah, increasing encounters or missions for lower power players so that they can grow through these encounters.

Increasing the rate these things spawn for lower players and increasing turn limit would allow them more things to do.


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on May 11, 2008, 08:01:10 AM
interactive missions would be good as long as the turns are worth the reward. cp could help a lot, people would be willing to spend a decent amount of turns for them, but we cant change the game. a rush-influx of cp would completely change the way the server is played.


Title: Re: Save Sowars lets think up some stuff
Post by: Chrys on May 11, 2008, 08:03:34 AM
server is snail paced now..

ant pace would be an improvement..

haha..but yeah...crafting system, fleet commanders, missions would make things really interesting.


Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on May 11, 2008, 11:03:43 PM
ahh  i agree with jess tho... people have loads of cred in reserve.. and its prolly hard for ai to attack ic.. but the reason no one is growing is because if anyone gets any decent power nightguard and all the ic attack everyone, they have much better economies and loads of tinies so its hard to compete for people trying to grow.. do something about the tinyman ships


Title: Re: Save Sowars lets think up some stuff
Post by: harti on May 12, 2008, 06:40:58 AM
Hey. I have played this game all most 1 year. In ewery week at least 5 deys. I like improvements in so server, but know the war server is not fun to paly any more. Can you add some of the improvements that are in so to war server. Like missions ewards. 50 segments is nothing and you need workers and cash. 


Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on May 12, 2008, 02:38:05 PM
ahh but thats what makes the wars server distinct... harder to grow.. segs only.. buy your own workers.... it would be awsome if emi could think of a way to kill tinies


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 12, 2008, 04:28:46 PM
killing tiny titans will do nothing.

so emi takes them out then what people will switch to superswarmers emi takes out superswarmers people switch to swarmers emi takes those out people make missionships.

its not our fault the tiny titan is so effective on the warsserver but if emi desides to take them out i wont mind if i get every last credit back i put into the fleet i got now so i can build a diffrent setup.


Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on May 12, 2008, 06:29:15 PM
tines stop people from growing because much higher people can lower their fp with killer ships and kill people much weaker than them.. thats  why the middle people in the game arent growing anymore..


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on May 12, 2008, 07:21:22 PM
what cam is said is true. superswarmers have more fp than a super with the same cost. tinies have less fp and many times the cost of a normal super...

now im not sure if ur thinking of the same ship classing as i am, but a tiny titan and a tinyman are different ships... may just be my way of classifying them tho


Title: Re: Save Sowars lets think up some stuff
Post by: ars68 on May 13, 2008, 02:07:56 AM
killing tiny titans will do nothing.

so emi takes them out then what people will switch to superswarmers emi takes out superswarmers people switch to swarmers emi takes those out people make missionships.

its not our fault the tiny titan is so effective on the warsserver but if emi desides to take them out i wont mind if i get every last credit back i put into the fleet i got now so i can build a diffrent setup.

let me put this into context for you.
the ships you make now... are the ships you may be facing in a mission later on.

this is why when wolfwood made tinymen, they got cloned so many times, that the next round, half the missions involved tinymen ripping through your entire fleets without a scratch.

this then made growing MUCH MUCH harder for the next round and a half, forcing emi to put in a fleet cost calculator, AND re-do fleet swarm bonus, JUST to make the game playable again.


admit it.  purposely paying millions of credits for a single space high damage part of a ship is NOT what it's there for.  it is abusing the fact between swarm effect and space fp per ship.     
and btw, everything but this last statement... is fact from history.  ask anyone that was around back then.


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 13, 2008, 02:14:54 PM
the ships im using wont be as powerfull in missions as they are on my account.


Title: Re: Save Sowars lets think up some stuff
Post by: zephyrblade on May 14, 2008, 07:20:08 AM
Oh man, those d**n tinymen were nasty.
It's apalling to think they're making a comeback on the wars server.


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 14, 2008, 04:47:53 PM
what if we also increase seg gain by missions?
100% for lvl 1-1000
50% for lvl 1001-1500
25% for lvl 1501-1750
then drop back to normal should give the smaller people more segs and would make big people grind in only a few sectors or go search for encounters with only high missions?

then emi would still need to find away to lvl the playing field tho with titans and stuff.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 14, 2008, 05:05:42 PM
Maybe start at 300-500, cos thats average atm.


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on May 14, 2008, 06:38:47 PM
they wouldn't have the ships to do that

maybe have level 1-50 missions give workers as well as segs. since buying workers really slows you down in the beginning really slows u down, this would help ONLY the REALLY low guys who are just starting out


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 15, 2008, 02:25:59 AM
problem is you can get to lvl 100 in a week


Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on May 15, 2008, 02:28:27 PM
ah but not most people just sit there and grind missions like that


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 15, 2008, 02:49:24 PM
nope but still then we should think of 1 - 500 give the med people also some extra segs?


Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on May 15, 2008, 04:03:18 PM
ahh make it 1-300 or so...


Title: Re: Save Sowars lets think up some stuff
Post by: Mobius13 on May 15, 2008, 09:36:04 PM
<-- still in 300's

i like the workers idea, it is a pain to start a new account... so most new players rely on raiding and never leanr how to do missions or attack someone  0o


Title: Re: Save Sowars lets think up some stuff
Post by: Tzarkoth on May 16, 2008, 09:21:43 AM
I think you need to keep the old players interested more than a leg up for new people.

To remove the advantage of Tiny Whatevers over larger mission ships, you need to make larger Mission Ships more valuable.

That means MORE larger Encounters, and MORE rewards at the high end.

If you keep juicing up the new players with bonuses it will always remain more profitable for the old players to pray on the newer guys. That means Tiny Whatevers ....

The answer is not removing Tiny Whatevers ... But making the game more competitive and worth while at the high end.

Personally I haven't had anything to do since about August last year.

A simple way to solve this, would be to make Encounters doable by anyone, so there is not a glut of Encounters at the lower FP ratings. Also remove the ceiling on rewards, the bigger the encounter, the more rewards. This would have a profound and lasting effect on the game.

Having Tiny Whatevers in the game is valid, miniaturization is a valid tactic. Removing Tiny Whatevers from the game will not remove the fact that there is no reason to grow beyond a certain point, and if you still wish to play then powering down and attacking the newer guys is your best option.

Once we all agree that there needs to be more work done to maintain the playability of this game at the high end I am sure we can come up with a bunch of ideas.



Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on May 16, 2008, 04:38:32 PM
well it would keep the older players in there longer but only because the higher people would just increase the gap between the lower people


Title: Re: Save Sowars lets think up some stuff
Post by: Seither on May 16, 2008, 09:15:27 PM
sorry riv, but the only reason this is getting boring is because Armageddon Inc is doing absolutely nothing to beat the Infernal Cabal. you have better economies, yet to my knowledge you have never attacked them, ever.

if they are beaten, there will be fresh new players coming up the rank of 30-60 to the top 30, fresh new targets with fresh new wars.


if there is a way to make tinymen less effective, that would achieve this goal because everyone would have to power up again and lots would be in ur range.

my suggestions:
give new players more to work with
make components with weight 1-3 cost 2X more energy, therefore destroying tinymen, this is radical, but please say what u think

wow does THAT sound like the exact post we made about tiny man in SO main right before it spiraled into it's horrid time consuming decline and skillless play. Emi won't try to kill tinies again...he tried on SO main, and look what happened...it stalled and our quit rate WAY out paces our join rate.


Title: Re: Save Sowars lets think up some stuff
Post by: lostedchylde on May 22, 2008, 08:27:36 PM
yeah it is pretty much impossible for me to grow at all. its very simple for the people with loads of cash to take a big chunk of my segments everytime i go over 1/2 a million segs. and the more powerful ships i put up to protect my self the huger my loss when uberpwnsraid me, and i cant earn decent interest on my extra cash because somehow by some un-effin-believable stretch of imagination, my bank account is somehow dictated by my # of workers. on the up side, it has been a bit harder for people to raid my base. basically all i can do is hoard my 2% and hope i make enough to replace ships at a faster rate than i lose them. so far i have been breaking even. i haven't grown 1%.


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on May 23, 2008, 02:24:09 PM
power down and get good stabilizers like everyone else.

at a lower power stabilizers are more effective because of smaller differences in power. if u get good enough stabs, ppl would have to take their chances with a 80-95% of hitting u


Title: Re: Save Sowars lets think up some stuff
Post by: lostedchylde on May 23, 2008, 08:03:24 PM
yeah? stabilizers are at 35 and they didn have any effect on you. even with the huge disparity in power. so im not real impressed by them.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 23, 2008, 09:25:03 PM
No nebula; New technology called line of Sight Blocker allows you to be "nebbed" from an/the individual who has attacked you three times in the last 24 hour
New money mission. Reward is the same for everyone, but mission difficulty and power is determined by wealth
New DDay that once activated and developed will destroy half the wealth of the top twenty! Top twenty can attack anyone at this time, but using within 0-120% of the defenders power. When top twenty player gets halved he loses random 1/3 of CP and level. After DDay, half the top twenties stolen wealth is distributed evenly to all other players.


Title: Re: Save Sowars lets think up some stuff
Post by: captainjf on May 23, 2008, 11:21:08 PM
All players, or just top twenty players?


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 24, 2008, 01:21:01 AM
Top twenty is halved and 1/4 their wealth goes to everyone else besides the top twenty. (Is this the answer you were looking for?)


Maybe their wealth should be more than halved now that I think about it. Maybe they should lose 99%-99.9% of their wealth. It would be like taking 2 or three zeroes from their power.

DDays on the wars server should be almost continuous. Total Mahem!


Title: Re: Save Sowars lets think up some stuff
Post by: Tzarkoth on May 24, 2008, 04:13:11 AM

War server is defined by the ability to continuously grow ... So I am against any DDay mechanic being hard coded into the game.

War server will either end in a mad flurry of attacks from AI ... or a slow death through inactivity.

Only time will tell which path is chosen.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 24, 2008, 01:36:21 PM
There is still a maximum growth. No player could continuously grow. Isn't it possible to max all skills with CP? I think I would be bored if I had everything maxed and nothing to do.
I thought the wars server was about destruction and PvP and mayhem. The more PvP the better.

If there were a DDay type device (which does not end the game but takes wealth out of circulation and balances the game by distriuting some of the credits to others) this would keep a lot of action in the top 200 and balance the game for new players. It's not really a DDay device. Maybe it should be called a Conflict Device- after Conflict Theory.

If The game isn't balanced like this, then the server will have a slow death through inactivity. I don't think anyone finds a server which is inactive and dead very interesting.


Title: Re: Save Sowars lets think up some stuff
Post by: Chrys on May 24, 2008, 08:04:20 PM
This theory is flawed and silly. If such a dooms day device is in place I would use 9/10th of my wealth, buy as many ships as possible before the dday device activates. Also, even if the wealth distributes, it wont be a fair fight hardly....you look at your statement meguaren and u will realize what Im talking about. The new players will just receive a jump in power in which they have no way to defend.

The Top tier will still be bored playing with themselves, the mid tier will have a field day because of the new found wealth, and the low tiers will end up sucking their thumbs in a corner.  :wounded1:



Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 24, 2008, 11:30:51 PM
This theory is flawed and silly. If such a dooms day device is in place I would use 9/10th of my wealth, buy as many ships as possible before the dday device activates. Also, even if the wealth distributes, it wont be a fair fight hardly....you look at your statement meguaren and u will realize what Im talking about. The new players will just receive a jump in power in which they have no way to defend.

The Top tier will still be bored playing with themselves, the mid tier will have a field day because of the new found wealth, and the low tiers will end up sucking their thumbs in a corner.  :wounded1:



Perhaps I used a technical term.
From the Webster's II New College Dictionary:
wealth- n. 4. All goods and resources having economic value.

A ship - a good of economic value - will also be taken even if you buy it at the last minute.

The top tier will be reduced in power and their power will be redistributed. If the lowest tier is boosted in power from the money they get and are attacked, maybe they will learn for the next time how to keep their money. In all fairness, it is better they had the chance to get to a higher tier. I think I speak for the third tier when I say, it is better to be hit and fall back into a position you were than to have never had the chance to get to a higher position.

As for the top tier, the top tier will be as randomly mixed as popcorn kernels in a popcorn machine. If the amount that is taken away isn't enough to do this, it could be raised so they have more opponents.
The top tier will have plenty to do in defending themselves from the DDay researchers. They will need to design ships within 120% of the researchers power and pummel them. Perhaps the second tier researcher will be a very good designer and you won't knock him out; in a flash you will find yourself below the once second-tier-researcher's power. I expect this Conflict device to be continuously activated.


======================================================
Furthermore, in consideration of this tinyman topic anyone who must power down to hit a lower player, must only be allowed say 1250 ships maximum. This should solve any type of swarmer abuse.


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 25, 2008, 07:24:04 AM
its already hard enough to get cash as it is growth is already slowed down because no 1 can find segs fast enough and now if we put doomsday in and some 1 in the top 20 is sucked dry of his cash hes giong to get hit so hard he will have nothing left because every 1 will board him and board him till he has nothing left.

now if we were to increase seg gane from mission by 30-60% every 1 would have lots of segs be able to get a big planet $$$$ will flow in and every 1 will have cash and ships to fight with and pvp will get a second life and defending planets might even be worth it. then emi will have to put in pvp salvage as well.

and then he needs to redo the bounty system maby add 10bil-50bil credits to some 1 bounty when he attacks some 1 wich players an raise them selfs would be nice to see how bad some 1 would want some 1 to get hit and if the bounty is high enough some 1 might jsut do it.



Title: Re: Save Sowars lets think up some stuff
Post by: Chrys on May 25, 2008, 08:03:42 AM
meguaren... putting up the dictionary definition is kinda silly. I know what wealth is, however, I never considered anyone would even want to suggest taking away the ships from people. How do you define last minute? If you say those ships bought T-24hrs before the activation of the device, how does one recognize if you buying the ships to replace losses after a hit or not. I do not believe you see such a thing as viable. I work and played hard to reach the top20....then activation of this device, viola, I lose ships and a chunk of my wealth just so that others who couldnt make on their own can hit us. Its beyond crazy. If that is the case, Im gonna stay out of the top 20 by reserving my power. Slayers is right in that people can just board them to nothingness... because you wont have the credits to replenish them. The top 20 will start hiding and evading just to recover their economy so that they can attack people. Which ultimately does nothing but maintain the situation if they havent been brutally slaughtered.

That is a very juvenile kinda way to even the playing field...heck, take the wealth from the wealthy to arm the poor so that they can shoot you better. It beyond silly. We need to look at other options. Slayers idea is viable however, the pace of the game may get too fast and you have people maxing out to early.

And please please please
"
Perhaps I used a technical term.
From the Webster's II New College Dictionary:
wealth- n. 4. All goods and resources having economic value.

A ship - a good of economic value - will also be taken even if you buy it at the last minute. "

I didnt get my masters to have someone post me this sort of things. Your idea hasnt been thought out properly and critically flawed. If you do not see it after this post, I wont bother to try anymore.


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 25, 2008, 08:15:47 AM
yeah the game might speed up 2 much and we might max out in 5 years instead of 10.

if i grind away lets say 3k turns i make a mil segs with the increase i would make 1.5mil segs so ok i would use a day less turns.
meaning people can put those days into tech or put them into segs.

not that it matters to me 1 way or the other it will end im not giong to stay in the top 20 diong nothing but missions and saving cash.
its already hard enough to find encounters since emi wants to keep them around the lvl of all the peoples FP ( time to remove the inactives emi ) im lucky to find 3-5 encounters for every 9k turns i spend and im lucky if 1 of those is a bio. wich would not be a problem but my commander doesnt get Xp form missions so getting cps is a long waiting game for me.

even if i take a vacation for a month nothing would have changed but the fact that im 300tril richer and no 1 attacked me. the server is just to slow.


Title: Re: Save Sowars lets think up some stuff
Post by: Chrys on May 25, 2008, 08:31:57 AM
you are right, there must be some incentives to grow beyond where you are now. Doing encrypts now has proven to be more of a nuisance than anything else because the items i get are simply crazy. I get 1-4% bonus items, bronze hacks. I do not even see the precious 34% bonus items anymore ever since i broke in lvl1800 encrypt. The only turn item i do get are +1~+4 turn items. A some sort of incentive is needed to continue to want to grow and get bigger ships.

This was something I guess no one foresaw at the begining of the server. Stagnation. The top does not need to grow because theres no one to hit. The mid cant grow because the top will own them in a bad way without means to recover fast enough before the vultures strip them. And the low end suffers in the end.

the top cant grow, so they invest in techs and mods for want of something to do. The mids even if they are able to challenge the top, they simply cannot fight the tech and mods the top has built up.

options to level the playing field? giving more segs might work, but kill certain techs like warp and cloaks. Increase bases HP/ATK and ACC values to maybe a trillion. Increase segs means higher income, but with lack of cloaks, one needs to defend the system with system fleets which will take up wealth. However, I suggest that for system attacks, boarding will not be possible. Otherwise I can simply board the system fleet to drain you of cash then attack you direct.

Giving more avenues to spend credits would help balance out the increase in segs. What do you think slayerx.. viable?


Title: Re: Save Sowars lets think up some stuff
Post by: SlayerX on May 25, 2008, 08:56:07 AM
aye boarding on a system fleet is rather bad reason i dont put them up you can ezly kill them using board since there is no resupply no base defence will help against board.
plus system fleets cant warp so you can over power the fleet so increasing the attack on a fleet in a planet system should also cost 100turns.

rediong the bases might work atm there push overs even with tech lvl 15 and 500bil worth of missles cant defend a base.
atm its so ezy to kill a base im wondering why i need to send in 1 single 100bil ships to take out a base it was a lot back then and it isnt worth teching up bases now.

the basic base should have atleast 20tril hp then it would be worth investing in shield tech (with maby a max absorb of 90%-95% might be over kill but hey bases cant warp)

ofc all the other techs will need to be upgraded aswell making it a very touch cookie to crack at planets wich a defending fleet.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 05:17:00 PM
I'm not sure which side Slayer is arguing, so I don't know if I really have the heart to respond to him:
its already hard enough to get cash as it is growth is already slowed down because no 1 can find segs fast enough and now if we put doomsday in and some 1 in the top 20 is sucked dry of his cash hes giong to get hit so hard he will have nothing left because every 1 will board him and board him till he has nothing left.
Very next post
yeah the game might speed up 2 much and we might max out in 5 years instead of 10.
and inside that very post
even if i take a vacation for a month nothing would have changed but the fact that im 300tril richer and no 1 attacked me. the server is just to slow.

So I'll leave him to argue with his other half.


On the other hand, Chrys, if the people who gave you your masters heard you using your masters for the reason why you must be correct; they would take it away for that is not a very educated thing to do. Someone with a masters should be able to argue logically without flaunting a masters or saying "Your idea hasnt been thought out properly and critically flawed. If you do not see it after this post, I wont bother to try anymore." without giving supporting facts.

Allow me to quote my favorite author, Ken Follet, on this matter.
"The monastery's senior physician, Brother Joseph, stood beside the patient. Joseph wasin his thirties, a small man with a big nose and bad teeth. He said: 'the wound should be kept open and treated with an oitment to bring on pus. That way, evil humors will be expelled and the wound will heal from the inside out."
...
" Matthew spoke up with surprising confidence, apparently undeterred by Anthony's scorn. 'I've seen many wounds like this on the battlefield, Father Prior,' he said. 'The best treatment is the simplest: wash the wound with warm wine, then stitch it closed and bandage it.' He was not as deferential as he looked.
 Mother Cecilia interrupted. 'I wonder if our two young monks have opinions on the question?' she asked.
 Anthony looked impatient, but Godwyn realized what she was up to. This was a test. Perhaps Saul was the rival for her money.
 The answer was easy, so Godwyn got in first. "Brother Joseph has studied the ancient masters,' he said. 'He must know best. I don't suppose Matthew can even read.'
 'I can, Brother Godwyn,' Matther protested. 'And I have a book.'
 Anthony laughed. The idea of a barber with a book was silly, like a horse with a hat. 'What book?'
 'The Canon of Avicenna, the great Islamic physician. Translated from Arabic into Latin. I have read it all, slowly.'
 'And is your remedy proposed by Avicenna?'
 'No, but-'
 'Well, then.'
 Matthew persisted. 'but I learned more about healing by traveling with armies and treating the wounded than I ever did from the book.'
 Mother Cecillia said: 'Saul, what's your view?'
 Godwyn expected Saul to give the same answer, so that the contest would be indecisive. But, although he looked nervous and shy, Saul contradicted Godwyn. 'The barber may be right,' he said. Godwyn was delighted. Saul went on arguing for the wrong side. 'The treatment proposed by Brother Joseph might be more suitable for crushing or hammering injuries, such as we get on building sites, where the skin and flesh all around the cut is damaged, and to close the wound prematurely might seal evil humors inside the body. This is a clean cut, and the sooner it is closed the faster it will heal.'
 'Nonsense,' said Prior Anthony. 'How could a town barber be right and an eucated monk be wrong?'
 Godwyn smothered a triumphant grin."





Now I don't want to hear a Prior Anthony or a Brother Godwyn; however, I would love to hear your opinions as to why my system wouldn't work. Allow me to repeat the original so Slayer might have a chance to observe it:

No nebula; New technology called line of Sight Blocker allows you to be "nebbed" from an/the individual who has attacked you three times in the last 24 hour
New money mission. Reward is the same for everyone, but mission difficulty and power is determined by wealth
New DDay that once activated and developed will destroy half the wealth of the top twenty! Top twenty can attack anyone at this time, but using within 0-120% of the defenders power. When top twenty player gets halved he loses random 1/3 of CP and level. After DDay, half the top twenties stolen wealth is distributed evenly to all other players.



Now Chrys, we might be arguing because we have different values. I believe the War Server should be about constant war. Growth does not matter./ I believe that you believe the wars server is about holding rank and not fighting.
That is a very juvenile kinda way to even the playing field...heck, take the wealth from the wealthy to arm the poor so that they can shoot you better. It beyond silly. We need to look at other options. Slayers idea is viable however, the pace of the game may get too fast and you have people maxing out to early.
I don't know whether a game can have a juvenile opinion about it, but then again perhaps you are better at seeing sides as you were able to see which side Slayer was on. ;)
Allowing the newer people who did not have the chance to be in the game since the beginning to get all of the experience some of the others have will allow them to join the big fights even quicker.

As for maxing out too early, I believe loosing 2 digits of your power every three days and some of your CP that give you special abilities because you've been around longer than newer players, will not allow you to max out. In fact, I believe this should keep everyone around the level at which you are allowed to start research- default 200!
The set credit reward for everyone, I had suggested will allow the lower players to pull themselves into the fight, too.

Please, present which points you don't like and why, specifically, you don't like them. And sure I will be graduating HS with an Associates and you might not like that, but that has nothing to do with SO Wars.


Title: Re: Save Sowars lets think up some stuff
Post by: lostedchylde on May 25, 2008, 06:05:18 PM
sit down, analyze everything we've observed on wars. design a whole new improved  system and start a wars II server.

question - what keeps any one nation from becoming hundreds of times more powerful than all the others.?
question - why can't a superpower like us or ussr win a war against afghanistan. or iraq.?
question - why can't a superpower just raid and occupy all the other weak countries.?
question - what would happen to us(our economy) if we went to war with a half dozen little countries?


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 06:12:27 PM
Im not chrys, but I will give a few points against it- first of all, no neb- line of sight, or whatsthename, the attacked person will literally be stripped of his segs/cash in a matter of hours. You must have been not playing WARs server- our scavengers are second to none. Second- the d-day idea is stupid, seriously. If you  want a level playing field, then everyone must be reset, not ppl losing their hard earned money for no reason. Because its what it is - giving away resources,which is not fair on them,as the person who the money goes to may not have done any work to earn it. And most certainly d-day will be abused to get resources, so next thing-top ppl will quit .And bios r so rare for top people, that they may not replenish it till next d-day. Third- uh, top twenty can attack anyone, they just don't want to. Concerning the newbs starting, i propose, that their commander lvl is calculated as if they played from day 1, and there was a discussion for turns(?) i think. The rest is a question of whether they are willing to put time in, or just quit.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 06:20:54 PM
Brilliant!

sit down, analyze everything we've observed on wars. design a whole new improved  system and start a wars II server.

question - what keeps any one nation from becoming hundreds of times more powerful than all the others.?
question - why can't a superpower like us or ussr win a war against afghanistan. or iraq.?
question - why can't a superpower just raid and occupy all the other weak countries.?
question - what would happen to us(our economy) if we went to war with a half dozen little countries?

Possible inferences:
1)Solution to power gap is Conflict Device.
2)Smaller players should have the following option when attacking a massive player:
 Attack>Pick which fleet to attack given power>Attack only this fleet
3)When a massive player attacks a smaller player he will be "skulled"- he will have a skull status which will allow others to attack for 24 hours and he will have less HP.
4)Every time someone attacks he will be given credits just for going to war. Afterall, war is a great economy booster.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 06:27:51 PM
Dude, If the skulled was to happen, ppl would use alts to hit with a massive strong fleet, and reserve it. They do it now as well, but they are limited in range.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 06:30:41 PM
Im not chrys, but I will give a few points against it- first of all, no neb- line of sight, or whatsthename, the attacked person will literally be stripped of his segs/cash in a matter of hours. You must have been not playing WARs server- our scavengers are second to none. Second- the d-day idea is stupid, seriously. If you  want a level playing field, then everyone must be reset, not ppl losing their hard earned money for no reason. Because its what it is - giving away resources,which is not fair on them,as the person who the money goes to may not have done any work to earn it. And most certainly d-day will be abused to get resources, so next thing-top ppl will quit .And bios r so rare for top people, that they may not replenish it till next d-day. Third- uh, top twenty can attack anyone, they just don't want to. Concerning the newbs starting, i propose, that their commander lvl is calculated as if they played from day 1, and there was a discussion for turns(?) i think. The rest is a question of whether they are willing to put time in, or just quit.

In response to your first, not only one person will be scavenged. All will be scavenged! It will be chaotic. Everyone will be hit and all will be lost- over and over again. I believe the LOS tech should last a week or so-longer than the neb.
Secondly, they lose their resources because they couldn't defend themselves from the researchers.
The Conflict device will be used continuosly for awhile and gradually less. -Once the top reach a level close to 200(default) the middle tier will not be able to research on them because they will be less than 200(default). It is a perfect switch to keep everyone around level 200 where the fighting will be!
Thirdly, when I said top twenty could attack anyone using 0-120% of the defenders fleet power. This will allow the attacks to be fair. I also proposed that every time someone must power down, they may only use 1250 ships as to counteract swarm abuse.



Dude, If the skulled was to happen, ppl would use alts to hit with a massive strong fleet, and reserve it. They do it now as well, but they are limited in range.
I don't see the problem with this. If the alts are in range then they may be hit. If the alts are massive then they will be skulled.
Massive players, alts or not, will have to power down to hit lower players.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 06:39:04 PM
No, alts start small, then unreserve a few trill ship, hit and reserve. nothing left to be skulled.

Next- top 20 can't defend from researchers cos they are too tiny to hit! In which case its either of two- they will wait inevitable or use alts as i stated above to obliderate and keep in check all the lower players, but there will be no skulling as they will all work together! and then it will end.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 06:43:23 PM
No, alts start small, then unreserve a few trill ship, hit and reserve. nothing left to be skulled.

Next- top 20 can't defend from researchers cos they are too tiny to hit! In which case its either of two- they will wait inevitable or use alts as i stated above to obliderate and keep in check all the lower players, but there will be no skulling as they will all work together! and then it will end.

That is an alt problem. It has something to do with the the Wars deterioration- I agree, but that cannot be fixed.
However, I don't know where the alts would get the cash to get a 2 trill ship for they would be a main once the main is brought to level 200 and the alt is more powerful. Everyone should be around level 200. The researchers might be attacked by others but anyone who powers down to attak them will have to have a fleet within 120% of the researchers power. It will be difficult to attack a good designer.

*I used 200 because it is default. I will continue to use it even though it might not be the number that will be used.*

I say this with the most respect, thank you for supporting your arguements with facts, AFB.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 06:45:54 PM
One word-tinimen. And believe me, alts do get good funding from scavenging others. See where this leads? Btw, strong alts are common now, ask warboss, he'll show you.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 06:47:41 PM
One word-tinimen. And believe me, alts do get good funding from scavenging others. See where this leads? Btw, strong alts are common now, ask warboss, he'll show you.

Tinymen could be dealt with, given my suggestion to have powering down limited to only say 1250 ships MAX. Tinymen need more than this to be effective.
Perhaps there should also be a fleet cost calculator when powering down.

Then they are alts that act like players lets consider them players and they have nothing wrong with them. The first tier probably builds these to get action from the second tier which they don't have at the top. My suggestion will allow the first tier no boredom.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 06:52:42 PM
Which would kill other tactics like kamiing and seg-reapers in the back. once again we are saying, this idea is flawed. sure it gets rid of problems, but creates even more.

Seriously do you play Wars regularly?


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 06:54:39 PM
Which would kill other tactics like kamiing and seg-reapers in the back. once again we are saying, this idea is flawed. sure it gets rid of problems, but creates even more.

Seriously do you play Wars regularly?

Kammiing and seg-reaping the smller players, in my opinion, should be eliminated.
If you are talking about kammiing and seg-reaping higher players this will not have an effect because it only affects those powering down.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 07:06:44 PM
Yes, as a matter of fact I do. Its a valid tactic, and getting rid of it just because you personally don't like it is stupid.

I repeat, creating more problems and saying "deal with it,its not supposed to anyway" to get rid of others is not the way to go.

On other topics, also, i played since server staarted. Mostly, i started rising a month ago. Now, if i get ripped of everything within one day, would you find that fair? its not cos i can't defend properly, few players on one will have an edge, its  cos a neb is supposed to stop u being over-damaged, allowing you to make a comeback. I won't have that chance. And don't forget, segs are wasted every attack, so is money. so once it wears off, we'll have a bunch of ppl reduced to zero, with top 20 still dominating, cos they won't be fighting. even worse...


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 07:11:01 PM
Yes, as a matter of fact I do. Its a valid tactic, and getting rid of it just because you personally don't like it is stupid.

I repeat, creating more problems and saying "deal with it,its not supposed to anyway" to get rid of others is not the way to go.

On other topics, also, i played since server staarted. Mostly, i started rising a month ago. Now, if i get ripped of everything within one day, would you find that fair? its not cos i can't defend properly, few players on one will have an edge, its  cos a neb is supposed to stop u being over-damaged, allowing you to make a comeback. I won't have that chance. And don't forget, segs are wasted every attack, so is money. so once it wears off, we'll have a bunch of ppl reduced to zero, with top 20 still dominating, cos they won't be fighting. even worse...

I never called it stupid and I never said deal with it. I am sorry that you feel I implied such things. I don't like when people say things like that either.

I believe the new players should have a chance to grow to the top and everyone should be in constant war.
Do you see that all the people on the top have been playing for a long time. It is virtually impossible for a new player to catch up to a player that has played since the beginning, for just that reason. It doesn't take much skill, it is just a flaw in the design of the server.

People will not be reduced to 0. They will be at level 200 for reasons I mentioned before about the perfect switch. The server is about continuous fighting.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 07:22:48 PM
Sorry if i offended you. All im saying, its a tactic thats there, getting rid of it is not good in any way. Considering how easy it is to get under your power to stop you using full potential.

And taking away from players is not a good decision either. I know it sounds good for smaller people, but you got to concider top tier as well. The update of credits for destroyed ships will come to help, also re-calculatng swarm bonus to stop tiny-protection, and giving ppl more to start with.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 07:25:16 PM
Sorry if i offended you. All im saying, its a tactic thats there, getting rid of it is not good in any way. Considering how easy it is to get under your power to stop you using full potential.

And taking away from players is not a good decision either. I know it sounds good for smaller people, but you got to concider top tier as well. The update of credits for destroyed ships will come to help, also re-calculatng swarm bonus to stop tiny-protection, and giving ppl more to start with.

Well now you might attack lower players using better designs. If people power down to stay away from full blows then that is a new tactic. It is realistic. If one wants they might go down to their level.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 07:29:01 PM
Eh, that may be the case if it was a battle of mains. it will be a battle of alts instead, with no actual damage to alt due to reserving.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 07:30:59 PM
Eh, that may be the case if it was a battle of mains. it will be a battle of alts instead, with no actual damage to alt due to reserving.

I again have no argument against you in this alt abuse. I don't like alts either.

I can only console you in saying: This type of alt sounds like a normal player.
I don't like alts either. This discussion has less to do with alts and more to do with balance.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 07:38:13 PM
Its exactly to do with alts cos they are a part of the game. Eh, there are much easier ways to start wars, and one is actually for ppl to get involved rather than talking out of it(in game only ppl :)) ) And another thing is skulling- if you make it too effective, noone will attack in fear of being skulled. not effective- and it will be ignored, or voted away as a liability.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 07:43:10 PM
Its exactly to do with alts cos they are a part of the game. Eh, there are much easier ways to start wars, and one is actually for ppl to get involved rather than talking out of it(in game only ppl :)) ) And another thing is skulling- if you make it too effective, noone will attack in fear of being skulled. not effective- and it will be ignored, or voted away as a liability.

Again I despise alts. It is a problem without my system. With my system, it will be exactly the same problem. My system neither gives alts an advantage nor limits them. I cannot think of a solution to alt abuse and I'm sorry for it.

I will respond to your factually supported arguments.
Simply, don't make skulling too effective.


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on May 25, 2008, 07:53:17 PM
Yes, but the whole thing with power is too, shall we say, tough. A lot of strategies will be scrapped . Thing is out of my 60b total fp,around 40b is actual fp. I simply won't be able to hit efficiently cos of extra. and atm ppl research warp stabs, so overpowering is not as a big issue.

You know, we better continue in-game before we get nicked for flooding, as it starts to repeat itself. Im Fallen (#114)on wars.


Title: Re: Save Sowars lets think up some stuff
Post by: MeGuaRen on May 25, 2008, 08:09:46 PM
Yes, but the whole thing with power is too, shall we say, tough. A lot of strategies will be scrapped . Thing is out of my 60b total fp,around 40b is actual fp. I simply won't be able to hit efficiently cos of extra. and atm ppl research warp stabs, so overpowering is not as a big issue.

You know, we better continue in-game before we get nicked for flooding, as it starts to repeat itself. Im Fallen (#114)on wars.

That's another thing. If people have to be around level 200 they will only have a limited amount of command points which will force them to pick and choose exactly which skills to research.


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on May 25, 2008, 08:34:35 PM
sorry for the late replies guys, have been away for a bit.

losted, ur 35 disruptors didn't help u because u had a 95% chance of warping anyway. i was about 15 times ur power, tried to warp u, and u got unlucky. there is always a chance.

ur other post: why cant the US attack a small country?

the answer is because all other nations would defend that country because all other countries in the UN and such would team up vs the US. US = top alliance. UN = top 10 alliances. unfortunately the balance right now is more like the US worth $1 billion, the Russia (the IC, why not :P) worth 500 million, and the rest worth a lot less.

the only other world power is PoF, id compare us to Great Britian :P why not lol

so basically, things like this have to be sorted out by the players in the game, not on the forum. new tactics will develop as they always had, and soon the tinymen will be useless. the atom bomb will yeiled to the hydrogen bomb.

lets sort it out in the game.


Title: Re: Save Sowars lets think up some stuff
Post by: Salmon on June 07, 2008, 10:32:24 PM
I say that there should be more comunication,like systems taking by alliance should be desplayed, and it should be less hide and seek, i think part of the promblem might be that this game is browser based...so its not like you can actualy see people...if it was a game..like star sonata, there be more comunication and there could be territory boarders and such...but it shouldnt be where you control the ships thou....im pretty sure this has been suggested before.... :12:


Title: Re: Save Sowars lets think up some stuff
Post by: presm on July 16, 2008, 09:45:19 PM
theres one thing i can think of to make so wars more of a fighting feud for the top level players and ofc allow lower lvls rise in ranks but it would require significant recoding me thinks and calculations.

the losses are ofc linked to your economy people dont want to drop too much and be a free target and really the top dogs from what ive read are a bit scared of this .

so to the idea

SO wars is all about being uncapped in every way mounting up as much as you can, but with this comes the fact that the more you have the more you can lose. Building up an economy is hard in SOwars es[ecially for new players and this is the very reason the top dogs stay on top. I have a few suggestions

1/ add a soft cap on amount of workers/credits allowed in secret base based on commander lvl.

2/ add a soft cap on max capacity a planet can have based on commander level

3/ add exp gain from missions tie it into commander lvl and work the numbers so its not overpowered but enough to allow a commander to progress with missions very slowly this way it allows new commanders to compete on Wars to a small extent. give the exp gained from pvp a 200-300% increase more than missions and increase the exp gains from bounty by 500-1000%

4/ increase the stats on space stations, tie it into commander lvl increasing a % of each stat as you increase lvl

5/ give commander lvl milestones bonuses to some things.

6/ cap fleets by commander level, allowing a static amount of fleet cost and fleet power available per commander lvl aka lvl 100 commander allowed a fleet of upto 1 trillion credits as an example with 10 billion fleet power . this with other advances may bring some fun into pvp.

7/ pvp attacks, on planets and commanders based on fleetcost/fleetpower/commander level 

Say you want to attack our example commander. lvl 100 and a potential 1 trillion of fleet cost you could attack him using 1 trillion fleet cost +or- 50-80% and it has to have a 10 billion max fleet power with an appropriate +or- fleet power. lastly is commander lvl which is more tricky. and should diminish % as commander lvl rises. so like lvl 100+30% lvl 1000 +20% lvl 10000 +10% as a rough example. this way higher lvl commanders still have alot of potential targets and they can send in the smaller cost/power fleets to fight lower lvls but still have risk involved in it. also add in a feature which gives higher warp chances depending on the development of there economy. with having static economics dictated by lvl  you can gauge how developed that commander is aka if there development is only at 60% of there commander lvl they get a slight increase to there warp chances, fully developed they get nothing, overdeveloped they get nothing. all this stuff ofc takes place before bonuses kick in from Skills or modules.

8/ put a soft cap on warp stabalizers ect. so you get diminshing returns as it should be for all the ship modules/commander skills also.

say a 50% limit to all such things 1 point in something gives 1% the more you put in the less return you get towards 50% so like 10 points gives 9% 20 points gives 18% 30 gives 26% and so on towards 50% but work it so you never get to 50% obviously some number crunching requied to find the sweet point. but you get the idea.

9/ Limit number of segments by commander lvl. add some form of trading for slaves/segments ect for any surpluses that can arise from maxing out a colony or secret base of your level.

10/ disallow alts in this enviroment. to build on the competativeness and remove the possibility of alt abuse of any way shape or form.

11/ global positions ranked by comander lvl as well as fleet power.

so overall what would this mean, I think more competition and more fluctuations in positions than total domination. people fighting within brackets dictated by commander lvl meaning they are fighting on a relatively even keel. with your choices of development playing a role in how you advance. the softcaps ofc are basically a cap before bonuses are applied. and i think taking into account economic development of commanders also means that as people advance there economy advances. if they are fighting they are fighting on more even ground and losing a battle is a setback and not total collapse. this would make attacks frequent not as devastating to come back from, but having an overall role in the turn of events

so lots of ideas some potentially useless ofc.... But they are there and they may spark other ideas in others. so constructive feedback plz.





Title: Re: Save Sowars lets think up some stuff
Post by: eagleowl on July 18, 2008, 02:50:33 PM
This is what I'd like to see:
1.Either remove cp from research,or make them easier to obtain-at the moment I find more honest politicians than ancient commander missions!
2.Make space stations and planets harder to destroy,and cheaper to build-that way,newbies will have more access to credits,and can build fleets faster.
3.On the main server you can be attacked by a much weaker player,but it's almost impossible to get your revenge(I just keep getting a message about the other player's ships being too small and escaping).If this is true on wars,it needs to be changed-if they attack you,they should reap what they sow!


Title: Re: Save Sowars lets think up some stuff
Post by: Skrymir on July 19, 2008, 12:10:16 AM
deffinitly need 1 and 3

for number 1.) you dont get ENOUGH cp to use for "your commander" let alone research

for number 3.) you mess with a bull you get the horns...not a super special forcefield to cage the bull away from you

for number 2, kinda, but since WARS is ongoing, play on SO main and use WARS as a secondary server, that way, "wasting" creds and turns for mining, research, and workers wont seem so bad.

But, faster growth is good also, and being countered if you attack someone much higher than you, as Mr. Stark once said, "Sometimes you have to run before you can walk"


Title: Re: Save Sowars lets think up some stuff
Post by: Mobius13 on July 19, 2008, 09:34:22 PM
This is what I'd like to see:
1.Either remove cp from research,or make them easier to obtain-at the moment I find more honest politicians than ancient commander missions!



Thats wars server for you...The point of wars server is slow growth.

I agree we should have something that allows new players to research easily, but removing cp from the equation wont help a bit... If we do then we'll start seeing people with level 100 cloaking and the scanner people struggling to keep up because of the massive amount of turns required for a single level... same thing for stabs and disruptors.


Title: Re: Save Sowars lets think up some stuff
Post by: eagleowl on August 03, 2008, 06:57:53 PM
I just thought of something else:
4.Bounties to be placed only on commanders who attack newbies and members of training alliances(unless said newbie/training alliance member attacked first,in which case it should be regarded as fair revenge).
No other criteria for bounties!


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 03, 2008, 10:34:17 PM
I've said this like 50 times b4 but i'll say it again until we solve the mining problem why the heck would anyone want to play? would you wanna play with 100 turns wth are you gonna do all those minerals? Spend them on advanced biofarms that won't even help you? Or maybe making a "good" station with no cloaking  :21:.


Title: Re: Save Sowars lets think up some stuff
Post by: jessiedog on August 12, 2008, 07:54:41 PM
I just thought of something else:
4.Bounties to be placed only on commanders who attack newbies and members of training alliances(unless said newbie/training alliance member attacked first,in which case it should be regarded as fair revenge).
No other criteria for bounties!

its actually a very good idea


for instance, if someone attacks another player more than 30 ranks below them, a 24 hour bounty should be placed on their head, or until the counter wears off. it would help the lower ranks from being terroroized. the training alliance is more complicated because they are all player driven. unless one training alliance is selected, this cant really happen


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 14, 2008, 09:58:08 PM
Lets actually give newbies something they can work with instead of 10 mill creds huh jessie..........i know this server is meant to be slower paced but i sometimes think inactivity and max stabs are almost inevitable. I think everyone is gonna quit just not soon. Hopefully instead of giving up they will give their accounts away :(.

(AND NOT TO PPL WHO WILL GET THEM ZERO'D....you know who you are :P)


Title: Re: Save Sowars lets think up some stuff
Post by: Darstar on August 17, 2008, 12:08:46 PM
New people need something sweet.

At the moment, it is virtually impossible to catch up with the high ranking people, how can you when you start out with 10m, whilst they have about 500t and an economy?

I like the idea of gradually giving new players extra turns.

E.G

They start out with 5k, and continue to gain say.. 3 turns per minute or more, until they have had as many as everyone else
*if you see what I mean.*

If they had a few million turns all at once... a lot of people would spend those few million turns extending, then get hit, in effect, it would create large bundles of segs, with no means of defense.

*ps, first post.. be afraid of what is too come :P


Title: Re: Save Sowars lets think up some stuff
Post by: Jan`go Vhett on August 17, 2008, 02:38:05 PM
Darstar this actually sounds like a good idea :D


Title: Re: Save Sowars lets think up some stuff
Post by: whitelightercarl on August 17, 2008, 05:36:50 PM
New people need something sweet.

At the moment, it is virtually impossible to catch up with the high ranking people, how can you when you start out with 10m, whilst they have about 500t and an economy?

I like the idea of gradually giving new players extra turns.

E.G

They start out with 5k, and continue to gain say.. 3 turns per minute or more, until they have had as many as everyone else
*if you see what I mean.*

If they had a few million turns all at once... a lot of people would spend those few million turns extending, then get hit, in effect, it would create large bundles of segs, with no means of defense.

*ps, first post.. be afraid of what is too come :P

Good idea Darry. I can't wait to get my turns  :wow:


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 17, 2008, 05:54:41 PM
Yeah but maybe it would help to limit the number of alts one person can hold emi....it wouldn't be a huge difference and it would a easy way to resolve noob bashing and new players when properly played can catch up to veterans through hard work :D. Just i believe your not helping them enough when they first start off...and holding huge bounties over noob bashers like say 10-20 trill would make ppl help them as well :)


Title: Re: Save Sowars lets think up some stuff
Post by: Darstar on August 17, 2008, 06:05:05 PM
Yeah but maybe it would help to limit the number of alts one person can hold emi....it wouldn't be a huge difference and it would a easy way to resolve noob bashing and new players when properly played can catch up to veterans through hard work :D. Just i believe your not helping them enough when they first start off...and holding huge bounties over noob bashers like say 10-20 trill would make ppl help them as well :)

And what will he do? go round manually giving bounties?...

either that, or REAL newbies who attack a lot... would get a hard time of it.

How are you going to tell the difference between a noob bashing alt and a real noob?...


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 17, 2008, 07:28:51 PM
Ok i see your point but moderators have the ability to see ip adresses.....i'm not sure if jessiedog and AFB can but emi should give them more power so that they can....we need them to have more responsibility and make tough decisions if possible...like banning the person a few days for the first offense and gradually three strikes and their out if they choose to do so :D.


and everyone knows all the noob bashers.....terminator vlad would be fine cause he is a noob i guess.....but it is eliminating pvp early in the game thus letting them grow....not to mention emi more players=more money :21:


Can we all agree at least that newbies need more support? YES OR NO?


Title: Re: Save Sowars lets think up some stuff
Post by: AFB on August 18, 2008, 04:31:21 AM
We can't as a matter of fact.


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 18, 2008, 08:05:41 AM
Well then i think you should be able to someone needs to moderate the "bad" guys like jim aka neph hitting me when i first started off thats bs no matter how you look at it.

and you and jessie are the obvious choices :D

So we can all agree on the fact we need more credits then 10 million when we start off and 3000 turns?


Title: Re: Save Sowars lets think up some stuff
Post by: Sin1598 on August 20, 2008, 08:18:08 PM
I thought that the earlier idea of getting like 3 turns a mintue till they have as gotten as many as everyone is a great idea! But I also think CP or exprience is a big deal also. Now, I'm not to sure what people do with alts and why, I have fun with just my one account, so I don't realy know how to prevent alt abuse.

And the bounties being raised might help, when I look at a bounty and it is 10bil I'm not going to do it because if I lose just 1 ship it is already 10-100x that and I make 10x that a day.

Well those are just my thoughts, but I'm sure someone will come up with the perfect idea eventually though.


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 20, 2008, 08:31:11 PM
Ok the biggest problem i think is missions and how they take forever to do at early levels and high levels i'm up to 1700 and its a pain in the arse to run through 5000 turns.........why can't we make the segment items a little better with lower levels that would help alot no doubt about that.......50 segs per contract is terrible :21:.


Title: Re: Save Sowars lets think up some stuff
Post by: Cameron07 on August 21, 2008, 07:17:56 PM
start new accounts off with an encryption level.. say 200-300 or so...


Title: Re: Save Sowars lets think up some stuff
Post by: Mobius13 on August 21, 2008, 07:28:02 PM
thats too high


the most important thing new players need is cp... lot of it


turns and encryption doesnt matter, because if the new player spends more cp he can catch up faster and will be able to keep up with the demands of cloaking and stabilizers. I say double the cp reward after leveling up... or increase the amount of bios in the 10 bills


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 21, 2008, 08:56:46 PM
:O Lets all focus on some common ground........

1. We need better segment items for newbies to grow.
2. We need to eliminate any chance of bigger players bullying smaller players who are noobs
3. We need noobs to stop making planets cause their screwing themselves over.
4. We need noobs to stop attacking ppl who they have no chance of taking.
5. Make noob planets a little more defensive so ppl can't easily take them.
6. Any big player caught bullying a noob should have a huge bounty on their head of at least 15 trillion, to make sure someone does counter and they can't just buddyneb.

IF ANYONE DISAGREES WITH ANY ONE OF THESE OR ALL GIVE YOUR REASONS WHY. :19:


Title: Re: Save Sowars lets think up some stuff
Post by: SorisDark on August 21, 2008, 09:04:34 PM
hmm yank, you have a good idea for once :wow:


Title: Re: Save Sowars lets think up some stuff
Post by: SorisDark on August 21, 2008, 09:09:26 PM
but putting in gts and stuff would help...


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 21, 2008, 09:17:34 PM
Listen with hard work we can get wars server back to what it should be pvp oriented.


Title: Re: Save Sowars lets think up some stuff
Post by: SorisDark on August 21, 2008, 09:18:44 PM
pvp is all good and well but first we need people to be able to pvp....gts will give more creds, in turn givin more fp for more wars  :wow:


Title: Re: Save Sowars lets think up some stuff
Post by: Mobius13 on August 21, 2008, 09:20:05 PM
gold transports wouldnt work unless there was a reward limit of say 100 bill... o


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 21, 2008, 09:24:14 PM
what do you mean mob?


Title: Re: Save Sowars lets think up some stuff
Post by: Darstar on August 21, 2008, 09:34:46 PM
:O Lets all focus on some common ground........

1. We need better segment items for newbies to grow.
2. We need to eliminate any chance of bigger players bullying smaller players who are noobs
3. We need noobs to stop making planets cause their screwing themselves over.
4. We need noobs to stop attacking ppl who they have no chance of taking.
5. Make noob planets a little more defensive so ppl can't easily take them.
6. Any big player caught bullying a noob should have a huge bounty on their head of at least 15 trillion, to make sure someone does counter and they can't just buddyneb.

IF ANYONE DISAGREES WITH ANY ONE OF THESE OR ALL GIVE YOUR REASONS WHY. :19:

1. maybe some slightly improved ones.
2. It happens, mostly they get singled out anyway.
3. No comment.
4. Its called a learning curve, if they don't learn from those kinds of mistakes.. they aren't ready for the game yet.
5. Maybe make it more costly to invade/raid them, or a defensive ability belonging to the planet, like missile bombardment. (only works if a larger player attacks a smaller one)
6. no comment..

All I can say is.. yes, the bounty system is almost useless, but I don't think that it can be used in such a way as you hope.

Maybe if it were imposed on all pof members  :))



Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 21, 2008, 10:19:41 PM
Those aren't very good reasons again if you have better ideas please share them  :yawn:.


Also emi no offense but the starter AI at the beginning for wars isn't very good........WE NEED A BETTER ONE >_<


Title: Re: Save Sowars lets think up some stuff
Post by: Sin1598 on August 22, 2008, 09:08:01 PM
I always thought bounties were from people that were willing to pay someone else to go do something for them....... So, it might help if people were able to place a bounty on someone that they wanted destroyed. Then have like an intrest increase on it....... it could possibly make the bounty system a little more.... effective.


Title: Re: Save Sowars lets think up some stuff
Post by: Jan`go Vhett on August 22, 2008, 09:23:44 PM
Hey the mothership AI should tell them to give their pass to mob so he can start their account right :D And I think that we should be able to place bounties on people just cause that could be fun :D


Title: Re: Save Sowars lets think up some stuff
Post by: Mobius13 on August 22, 2008, 11:24:22 PM
maybe some kind of interactive storyline in AI that gives different rewards for new players as they complete them (not encounters)




Title: Re: Save Sowars lets think up some stuff
Post by: Jan`go Vhett on August 23, 2008, 03:15:03 AM
There ya go and once you complete it or deactivate Mothership AI it is no longer available.


Title: Re: Save Sowars lets think up some stuff
Post by: stupidyankee on August 23, 2008, 11:33:58 AM
Ok i agree we need a better AI, and then we need a beter bounty hunter system as well....no one is gonna take a shot at warboss for 50 billion credits....thats not even gonna cover the fuel costs  :)).


Title: Re: Save Sowars lets think up some stuff
Post by: Qualopec on August 23, 2008, 01:41:19 PM
lol no kidding we need better mothership AI I actully tried to foollow the stuff it tells you to do when I started it gets you nowhere.