Forum - Space Odyssey MMORPG - a massive free online space game

Feedback Terminal => Suggestions => Topic started by: SirEmi on January 10, 2010, 11:41:20 AM



Title: PvP Incentives
Post by: SirEmi on January 10, 2010, 11:41:20 AM
Please suggest any PvP related incentives here.

I will make a list and then we can choose the best ideas and put them in the game so we can have more PvP :)

List so far contains:

-> more experience gained during PvP battles
-> when in a nebula: secret base production and interest is stopped
-> PvP planet combat salvage from Raids, Conquer attempts
-> Covert Ops attack type for Counters

-> Both ways PvP salvage
     - attacker will salvage 25% of defender losses (items & cr), defender will salvage 55% of own losses (cr), 20% lost
     - on success, attacker will salvage 55% of own losses (cr), defender will salvage 25% of attacker losses (cr), 20% lost
     - on fail, attacker will salvage 25% of own losses (cr), defender will salvage 55% of attacker losses (cr), 20% lost

-> Total annihilation of the enemy fleets bonus, special item e.g. turn item or CP when the attacker kills 100% enemy fleets. Power of the item(s) depends on the enemy fleet power.



Title: Re: PvP Incentives
Post by: clouthour on January 10, 2010, 04:52:53 PM
nebula gives 50% production on all stations/palnets (SAB for main too) also turns are halved and the max is lowered to 1500

also for 100% destruction u get cp as well as exp and segs


Title: Re: PvP Incentives
Post by: Grondavor on January 10, 2010, 07:13:54 PM
Nebulas need to be made harder to get.  One reason it is so hard to Pvp in the game is becasue it is all too easy for somebody to get a neb for very cheap and almost never have to come out.  The nebula degeneration helped with this a little bit, but all it did was force a player to stay out of nebula for a mere 24 hours, in which he could simply reserve his ships and wait.  I think something should be done about nebulas taking into account price of ships killed and not just fleet power, as pships are way too cheap to get a nebula in my opinion


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 10, 2010, 07:50:27 PM
This is probably not gonna be well liked but I am gonna suggest it anyways.

I am thinking that a great pvp incentive would be to be able to earn Gold after so many successful attacks.
Like say after 10 attacks in which you destroy 50% or more of the enemies fleet power then you could earn 3 months of Gold.

I myself would love this as I can't afford Gold.


Title: Re: PvP Incentives
Post by: KenquinnTheInsaneOne on January 10, 2010, 08:07:07 PM
This is probably not gonna be well liked but I am gonna suggest it anyways.

I am thinking that a great pvp incentive would be to be able to earn Gold after so many successful attacks.
Like say after 10 attacks in which you destroy 50% or more of the enemies fleet power then you could earn 3 months of Gold.

I myself would love this as I can't afford Gold.

Perhaps more attacks and less gold time or you get a gold ability like being able to clone x number of ships instead of full gold


Title: Re: PvP Incentives
Post by: Cameron07 on January 10, 2010, 08:08:08 PM
i understand that for non gold people but what im i going to do with being able to clone x number of ships or 3 more months of gold


Title: Re: PvP Incentives
Post by: KenquinnTheInsaneOne on January 10, 2010, 08:24:33 PM
i understand that for non gold people but what im i going to do with being able to clone x number of ships or 3 more months of gold
Well I thought it was quite clear that is was a reward for those without gold and not meant to be the only reward


Title: Re: PvP Incentives
Post by: Grondavor on January 10, 2010, 08:29:26 PM
i think that is a good idea, as i can not afford gold either but am missing the big advantage it gives you, so i think this would be a great idea


Title: Re: PvP Incentives
Post by: KenquinnTheInsaneOne on January 10, 2010, 08:37:18 PM
i think that is a good idea, as i can not afford gold either but am missing the big advantage it gives you, so i think this would be a great idea
As I said i do not want everyone to be able to get full gold but one or two advantages for a short period would not hurt Sir Emi to much he needs to make money on this game if he does not it wont stay up

Full upgrades would make SpaceO close down


Title: Re: PvP Incentives
Post by: Grondavor on January 10, 2010, 09:49:57 PM
i agree that full upgrade would be a bad idea, or maybe just something that is really hard to get and you only get like a month for it or something like that.  I also think that maybe you could choose what kind of reward you want, for instance you could be offered different things depending on how many succesfull attacks made and how much % killed.

I also see a problem with this however.  For instance, if somebody has reserved their mains and only has a fleet of pships, and you attack and kill them, that would be a very easy way to get succesfull atttacks.  Also(just like people figured out friend nebbing) it would be simple for people to take turns letting their friends kill a fleet or two of kamis in order to get the bonus, so this must be somehow prohibited(as should buddy nebbing)


Title: Re: PvP Incentives
Post by: Pirate55 on January 10, 2010, 10:31:41 PM
Nebulas need to be made harder to get.  One reason it is so hard to Pvp in the game is becasue it is all too easy for somebody to get a neb for very cheap and almost never have to come out.  The nebula degeneration helped with this a little bit, but all it did was force a player to stay out of nebula for a mere 24 hours, in which he could simply reserve his ships and wait.  I think something should be done about nebulas taking into account price of ships killed and not just fleet power, as pships are way too cheap to get a nebula in my opinion

i disagree i think they should be as the same to get, but maybe make it something kinda like council protection mode.

no SAB production while your in a neb.


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 10, 2010, 10:49:37 PM
With regards to the nebula, it has been mentioned many times by different players and most agree having all production cut in half while in a neb.

Ken I have to agree, now that you've put it that way, that they shouldn't get full Gold.
I would rather have the 20% ship discount over ship cloning.
How about instead of full Gold then maybe choosing a single feature of Gold.
Like either cloning, discount, double interest growth, ect.

Or we could do like some racing games I play.
In them you get bonuses from your crew and yourself winning races.
So for x amount of races won you get such and such bonus.
Then it has like an hour timer to earn each bonus with the bonuses being reset at midnight server time.
I think something like that for pvp would be cool.
For example:

5 successful attacks = 10% attack bonus
10 successful attacks = 10% hp bonus
25 successful attacks = 10% marine bonus.
With a timer of 24 hours to earn each bonus and bonuses being reset weekly.
Also could be implemented for your entire alliance give some more meaning to them at the same time as increasing pvp.


Title: Re: PvP Incentives
Post by: SirEmi on January 10, 2010, 11:02:59 PM
This is probably not gonna be well liked but I am gonna suggest it anyways.

I am thinking that a great pvp incentive would be to be able to earn Gold after so many successful attacks.
Like say after 10 attacks in which you destroy 50% or more of the enemies fleet power then you could earn 3 months of Gold.

I myself would love this as I can't afford Gold.

There is already a way to get Gold if you can't afford it.
You could get into top 10 at the end of the round and convert your prize into a Gold account :)

There may be a 3rd way. A slim chance that you get a 30 days Gold upgrade / extension when you vote :) Of course without the credits bonus, just a small extension to say thank you for voting for us and bringing more players.


Title: Re: PvP Incentives
Post by: Grondavor on January 10, 2010, 11:09:11 PM

Or we could do like some racing games I play.
In them you get bonuses from your crew and yourself winning races.
So for x amount of races won you get such and such bonus.
Then it has like an hour timer to earn each bonus with the bonuses being reset at midnight server time.
I think something like that for pvp would be cool.
For example:

5 successful attacks = 10% attack bonus
10 successful attacks = 10% hp bonus
25 successful attacks = 10% marine bonus.
With a timer of 24 hours to earn each bonus and bonuses being reset weekly.
Also could be implemented for your entire alliance give some more meaning to them at the same time as increasing pvp.

i think something like this would be good except maybe not with those bonuses.  maybe we could take the gold bonuses and implement them in this type of scenario


Title: Re: PvP Incentives
Post by: Cameron07 on January 11, 2010, 01:53:20 AM
but sir emi, before we talk about pvp incventives could you bring more pvp into the game.. fix the alt nebbing thing... then lets talk about incentives


Title: Re: PvP Incentives
Post by: Spayed on January 11, 2010, 04:24:55 AM
ok where to start,

something definetly needs to be done about the buddy and alt nebs.

i definetly agree that production should be at least halved when in a neb.

if u destroy 100% of the fleet i agree that you should def get a reward, but it should be a very good reward and also depend on the power destroyed.

i dont really think gold bonuses should be given away. thats how emi makes money and you should not be able to earn that cheaply.

i definetly think nebs should be harder to get, it should go on ship cost not power. or we a greatly increaced power ratio

i also like the idea of increased bonus for the more attacks done. but i dont think they should be removed untill the ships are sold.





Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 11, 2010, 03:14:43 PM
Maybe power for ships should be calculated based on actual damage and hitpoints?
That would almost certainly kill p-ships which would in turn make buddy nebbing fairly expensive.


Title: Re: PvP Incentives
Post by: Spayed on January 11, 2010, 09:41:13 PM
would also kill tinys..


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 11, 2010, 10:33:50 PM
Believe me, not a bad thing :D
Its time people learned real pvp skills instead of exploiting having 100 times more cash than the person they attack.


Title: Re: PvP Incentives
Post by: SirEmi on January 12, 2010, 04:13:40 AM
but sir emi, before we talk about pvp incventives could you bring more pvp into the game.. fix the alt nebbing thing... then lets talk about incentives

What we want to do is improve the nebula system while also adding incentives for not staying in nebula but being more active in PvP, so doing two things in one.

A good suggestion with halving production of the secret base while in nebula.

I think the worker credits production should stop, as the workers will be on strike since your mothership cant reach them and give orders while you're in the nebula.

So they will basically start stealing the production and interest while you're hiding in the nebula, like they where doing in Wars :) There will be a similar message when accessing the secret base while in the nebula, e.g. "While hiding in the nebula, your workers are on strike and steal all production / interest!"


Title: Re: PvP Incentives
Post by: Spayed on January 12, 2010, 04:38:51 AM
jango i guarantee that i dont neeb tinys to kill anybody.. but seeing as i always have 100x more cash they anyone and they happen to be the only way i can attack.. now it does take alot of skill to get the money required to use tinys, and anybody that says they are a noob attack method is just stupid...


 


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 12, 2010, 02:00:16 PM
Well Spayed I got a suggestion for ya.
Start a training alliance and teach some others how to make that much money.
Then you can have some competition and maybe have some fun too.

Really I think half the problem with how inactive the servers are getting is attitudes like yours.
The whole 'Well the only way I can attack people and have fun is by using tinies' is complete bullshit.
Try thinking of it from others perspective.
You take off so far ahead of them then attack them and wipe everything they have out giving them absolutely 0 chance of hitting you back.
Can't say I blame them for buddy nebbing and/or quitting.
If you are really as good as you so often claim either teach others or hold yourself back so you can play while giving others a chance.


Title: Re: PvP Incentives
Post by: Saturn 7 on January 12, 2010, 02:18:38 PM
Emi... one problem with your comment about another way to afford a gold account by finishing in the top 10......... Hardly anyone new can gain a top 10...... and even then it would only be 7th - 10th, that would only get them $10, not enough for a Gold account.
One thought I've had is to have a Silver account.. half the price of a Gold account with maybe a third of the benefits. Matbe only 10% ship resupply discount, or just give them the ship cloning facility.
Presently the same people gain the top 10 positions, giving them a head start for each new round, as a result they are more than likely to finish in top 10 again. (I'm not saying affiliate donations is the only thing getting people top 10's before Spayed gives me some Aussie grief!! :P




Title: Re: PvP Incentives
Post by: TNTTony on January 12, 2010, 09:10:17 PM
Well Spayed I got a suggestion for ya.
Start a training alliance and teach some others how to make that much money.
Then you can have some competition and maybe have some fun too.

Really I think half the problem with how inactive the servers are getting is attitudes like yours.
The whole 'Well the only way I can attack people and have fun is by using tinies' is complete bullshit.
Try thinking of it from others perspective.
You take off so far ahead of them then attack them and wipe everything they have out giving them absolutely 0 chance of hitting you back.
Can't say I blame them for buddy nebbing and/or quitting.
If you are really as good as you so often claim either teach others or hold yourself back so you can play while giving others a chance.

Hey mate,

I don't want to start or interrupt a thread about the use of tinies or peoples attitude to this game. I have been involved in discussions like this in the past and it never get anywhere. People argue back and forth until someone closes the thread.  :))

I respect your opinion though and I agree to some degree that the inactivity can be partly blamed by the fact that it is possible to totally wipe someone from the game. If you wipe their ships and wipe their planet, it is hard for a player to get back up. To be completely honest, there are several ways of ensuring that the ships can not be wiped out by tinies or by normal attacks. However, tinies are quite deadly if used correctly and with the right amount of money.

In regards to training, we have trained many people in the past several rounds. Just because you don't see a specific training alliance does not mean that we don't train people up. So far this round we have trained up two people and I personally have helped several people from loki and arch angels and have told them the secret to our success. I had to spend an hour convincing Baltic to use mission contracts since that was the best way to get money at the start.

In previous rounds we have all trained new people. Personally, what I have found is that some people don't get it. You tell them everything you did and they either don't believe you and accuse you of cheating (i.e. Baltic) or they try it and not patient enough to do it.

So we have definitely trained a lot of people and have told a lot more people about our secrets to success. It's no secret. You can lead a horse to water, but you can't make it drink.

Personally speaking, if we can all come up with good PVP ideas I would not mind having tinies nerfed or removed. however the ideas must allow more PVP


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 12, 2010, 09:44:04 PM
I was not saying tinies aren't deadly merely that it just gives the people you use them on virtually no chance to counter.
As for training people, that is very good to hear.

Still being as good as you and Spayed are I would think it would be possible to hold yourselves back and have some real fun instead of shooting off ahead of everyone then complaining there is no-one to attack and that Emi needs to fix something for you.

Also if you hadn't used tinies on people they probably would not have started the buddy-nebbing cause they would have had a chance to hit you back and most likely welcome it.


Title: Re: PvP Incentives
Post by: Spayed on January 13, 2010, 12:26:28 AM
i am holding back... havent upgraded in over a week...

people have every chance in the world 2 hit me, im never in a neb.

and as tony said we have trained many people whether in or out of the alliance, me and cammy trained tony... we trained soul and obs fully marined and kenn are new this round, as answer questions in mail and in chat.. we started the official training alliance... what more do u want us 2 do??


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 13, 2010, 12:55:50 AM
I apologize for all I said earlier I was quite tired when I posted it and you complaining about tinies being killed kinda set me off.
I really hate tinies if you haven't picked up on that yet.

Just a quick question now.
Whats your lead?
My guess would be a nice tiny fleet, you know one virtually impossible for anyone not in your alliance to kill.

Also when I say hold yourself back I mean something like 30-60 in rankings, you'll have plenty of people to attack then.
Also I think if you played a round but didn't win on purpose, it might inspire some players cause all of a sudden they would see they beat you, a guy generally recognized as one of the best, and get a decent confidence boost out of it.
Its not like you need to win to prove anything or even for the affiliate credits either right?

One last thing play on Wars.
We need more people and, as long as you leave tinies alone, we would welcome the competition.


Title: Re: PvP Incentives
Post by: Spayed on January 13, 2010, 04:10:15 AM
the people ranked 30-60 have less power then i had after the first week.

well i can buy a 50 quad lead with no worries or build a tiny fleet not even my alliance members can kill.

hmm ill consider wars :D

mite give me a lil challenge :D


Title: Re: PvP Incentives
Post by: FTP on January 13, 2010, 08:32:13 AM
The problem is not them being way to good, the problem is that nobody is active and nobody is any good. I'm still top 60 with an account level of 3 and an encryption level of 2. I have not build a space station, mining facility or planet..... hell I wouldnt even know how to do so. I have less credits then you can get from a mining facility in a day and still I'm top 60.


Title: Re: PvP Incentives
Post by: Spayed on January 13, 2010, 08:36:13 AM
exactly. we aren't any better then most of the other vets that used 2 play. everyone else just sucks these days


Title: Re: PvP Incentives
Post by: Grondavor on January 15, 2010, 12:21:30 AM
I agree that you should make a training alliance.  An alliance would be a much easier environment for people to learn than by having to pm you questions.  and the official training alliacne does not count, because most of the things people learn there is the basics


Title: Re: PvP Incentives
Post by: TNTTony on January 15, 2010, 08:17:05 AM
Just for your information, the official training Alliance was actually started by our members. Our members also have access to an account in the official training Alliance and we sometimes, together with a bloody idiot, help several players with advance and basic information.


Title: Re: PvP Incentives
Post by: SirEmi on January 16, 2010, 03:29:14 AM
Just for your information, the official training Alliance was actually started by our members. Our members also have access to an account in the official training Alliance and we sometimes, together with a bloody idiot, help several players with advance and basic information.

That's right, we have several veterans with help accounts in the SO Training alliance. This is the alliance you start when you begin in SO Main.

You may also join this alliance again, if you wish to learn more from the info in the board or help newbie players.


Title: Re: PvP Incentives
Post by: Spayed on January 16, 2010, 05:36:15 AM
anyway i think we are getting off topic.

there have been several good ideas about this, if there are anymore please come post them :D, and emi can u consider and pick the ones u think will be the best :D


Title: Re: PvP Incentives
Post by: SirEmi on January 18, 2010, 12:35:26 AM
anyway i think we are getting off topic.

there have been several good ideas about this, if there are anymore please come post them :D, and emi can u consider and pick the ones u think will be the best :D

I have noted the nebula idea, and all secret base production / interest will stop when in a nebula.
I did not see any complaints so we can add it.

Please post any other ideas :)

Gor the nebula I would very much like some sort of bonus for being out, but nothing too powerful, something for the low / middle commanders... Maybe your biofarms will have double credits produced while you are out of the neb, something like that.



Title: Re: PvP Incentives
Post by: clouthour on January 18, 2010, 02:56:17 AM

Gor the nebula I would very much like some sort of bonus for being out, but nothing too powerful, something for the low / middle commanders... Maybe your biofarms will have double credits produced while you are out of the neb, something like that.



lol sry but no thats too little a bonus to be called a bonus


Title: Re: PvP Incentives
Post by: SirEmi on January 18, 2010, 05:05:55 PM

Gor the nebula I would very much like some sort of bonus for being out, but nothing too powerful, something for the low / middle commanders... Maybe your biofarms will have double credits produced while you are out of the neb, something like that.



lol sry but no thats too little a bonus to be called a bonus

Well it was just an idea, I'm waiting for more suggestions for staying out of neb bonus. Not too powerful, but not too weak...


Title: Re: PvP Incentives
Post by: Spayed on January 18, 2010, 08:17:21 PM
it would have to be reasonably powerful for people to bother coming out of nebs...

they hide for a reason. because it saves them buying marines... thats a massive save.. its gotta be worth it to come out and pvp


Title: Re: PvP Incentives
Post by: Nephadral on January 19, 2010, 09:47:15 AM
List so far contains:

-> more experience gained during PvP battles
-> when in a nebula: secret base production and interest is stopped
-> PvP planet combat salvage from Raids, Conquer attempts
-> Increase salvage rate on PvP attacks when enemy ships are destroyed
-> Total annihilation of the enemy fleets bonus, special item e.g. turn item or CP when the attacker kills 100% enemy fleets. Power of the item(s) depends on the enemy fleet power.

Some of these suggestions sound like they could lead to abuse by Friendly Fire (PvP against an ally, like cam mentioned)

The nebula solution is not the greatest.  If there is a penalty for a nebula then one only needs to reserve all fleets before logging off (which is what many top players do and is even more anti-PvP than nebula protection) and they will continue to get their mining facility / planet production income.

I am someone who (although I have NEVER been buddy nebbed), uses pships to save money on not having to buy marines.  For me, an incentive to stop doing this would be to make it impossible for a commander with 100x my wealth to want to attack me (he really has nothing to gain from it anyway, he only does it because he can, and has nothing better to do).  If I don't have to worry about attacks from those commanders then I can start looking for targets in my range.


Title: Re: PvP Incentives
Post by: Grondavor on January 19, 2010, 02:41:46 PM
I also think hat salvage from PvP needs to be GREATLY increased.  One reason a lot of people dont PvP is because in order to actually make a profit from PvP, you either need to attack noobs who only use swarmers, or take/kill somebody's main.  Since the first can only be done at lower levels, the higher powered players depend on the latter of the two.  But since taking/killing somebody's main is almost impossible because they are always nebbed or have pships out this is hard to do.  Also, in order to do that you have to actually buy marines, which makes the task of taking.killing the main actually cause yu to loose more marines than credits you are gaining from the attack.  If PvP salvage was increased by AT LEAST 75% this might fix that


Title: Re: PvP Incentives
Post by: Spayed on January 19, 2010, 09:26:25 PM
grond.

i attack all the time. i lose money on every single attack. it needs to be increased by several thousand times before i make anything.

the way i see it you should be able to be successful in the game by doing just pvp. give people another way to be successful. the way it currently stands people like me are the only ones attacking because we enjoy it and do it to help out our alliance mates.


Title: Re: PvP Incentives
Post by: Nephadral on January 20, 2010, 04:46:43 PM
I agree that making PvP the best way to rise in power is a great idea.

I just don't know how to keep alts and alliances from using this too their advantage and constantly just attacking eachothers' fleets to rise in power in an unlimited fashion.


Title: Re: PvP Incentives
Post by: SirEmi on January 20, 2010, 05:20:51 PM
I agree that making PvP the best way to rise in power is a great idea.

I just don't know how to keep alts and alliances from using this too their advantage and constantly just attacking eachothers' fleets to rise in power in an unlimited fashion.

In order to achieve a balance between gains in PvP and stopping buddy / alt attacks for gains, there needs to be more destruction to the enemy then the gain of the attacker. Last but not least, the defender needs to be able to play after the attack, so I'm thinking salvage both ways here...

Now, let's take a normal PvP attack where the defender is utterly powned :)

Attacker loss: 5% of the armada
Defender loss: 90% of the armada.

Now we apply salvage on both parts to ensure further PvP in the future between the two parties.

Attacker gets 25% of the salvage on defender losses (items & credits), defender gets 55% from salvaging own fleets in battle (credits), 20% is lost in the fire.
Attacker gets items, defender gets credits from selling the scrap metal :)

Attacker losses:
 -> if attacker is successful, the attacker will salvage 55% of the ships lost  (credits), defender will salvage 25% of attacker losses  (credits), 20% is lost.
 -> if attacker fails, the defender salvages 55%  (credits), the attacker 25%  (credits), 20% is lost.


Of course this will have to take into account resupply bonuses, so commanders with more resupply bonus will get less credits salvage, but the idea is good I think...


Title: Re: PvP Incentives
Post by: Grondavor on January 20, 2010, 07:56:07 PM
this sounds like a great idea to me.  that would increase the money gained from doing PvP, but also insures that the defender is not completely wiped out and has a chance to rebuild.  i like it


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 20, 2010, 08:17:34 PM
Yeah sounds good, maybe a little more to the attacker say 30%?
Just don't forget about us over on Wars when you put it in :P


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 08:22:08 PM
i think its a great idea, unfortunetly with your new update there wont be any pvp...


Title: Re: PvP Incentives
Post by: SirEmi on January 20, 2010, 09:32:58 PM
i think its a great idea, unfortunetly with your new update there wont be any pvp...

I don't think there are any worries, once there is an alternative that you can make enough credits from PvP, it will burst in all out war  :))
Maybe there will be more evenly matched commanders too, I would like that, more competition more fun :)


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 09:37:44 PM
so your saying im going 2 make enough 2 break even when i sell my 100 quad ship and power down 2 attack?

there will be more evenly matched commanders when the new ones bother to learn the game instead of whining to you and getting bullshit updates like this


Title: Re: PvP Incentives
Post by: SirEmi on January 20, 2010, 09:52:36 PM
so your saying im going 2 make enough 2 break even when i sell my 100 quad ship and power down 2 attack?

there will be more evenly matched commanders when the new ones bother to learn the game instead of whining to you and getting bullshit updates like this

I don't support the power down and attack tactic, I don't think it's fair and I seen this player totally destroy 50 other players using his Tiny Man formation. There was 0 chance for them to counter since he only has a planet and no mothership segments, they lost everything with no chance of retaliation. He did this every day, until they quit the game. There was no gain for him, other then to grief the other players.

I don't think it's fair, and there should be more restrictions in the way you power down to hit lesser power commanders.




Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 09:56:13 PM
ok so i cant power down. that leaves me at 100x everybody else's power...

in that case u should pay me the 100$ at the start of the round... cause ill max in 2 months... unchallenged..


Title: Re: PvP Incentives
Post by: Qualopec on January 20, 2010, 10:00:28 PM
How about to increase PvP we remove alliances on main cause it seems to me that the only reason the top players don't have anyone to attack is because they are almost all in the same alliance


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 10:02:45 PM
we are the top because we work as a team, there is no pvp because everyone is girl thingy's..


most people in my alliance wern't top players before they joined...


Title: Re: PvP Incentives
Post by: Grondavor on January 20, 2010, 10:16:05 PM
I totally agree they should split up, but getting rid of alliances all together would be a bad idea, as alliances are usually what help new players learn the game.  However i do believe that splitting up the vets into multiple alliances would be good, because it would take them longer to gain power, giving the rest of us more of a chance to be succesfull.  Especially with the update that will increase profit from PvP this will work well


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 10:28:41 PM
what u dont seem to understand is that half the alliance was taught in this alliance.. but fine split us up, we wont attack echother.. and we will still dominate the top 10.

its crap that u think we should be disadvantaged for being good and playing longer and working as a team..


Title: Re: PvP Incentives
Post by: TNTTony on January 20, 2010, 10:29:06 PM
I totally agree they should split up, but getting rid of alliances all together would be a bad idea, as alliances are usually what help new players learn the game.  However i do believe that splitting up the vets into multiple alliances would be good, because it would take them longer to gain power, giving the rest of us more of a chance to be succesfull.  Especially with the update that will increase profit from PvP this will work well

Okay, it is very easy for people such as yourself to say "split them up". However, these are the reasons why the vets are in one alliance.
1.  We are all good mates and respect each other in terms of game skills and personality.

2.  Splitting up will not make a difference since the reason why we don't attack each other is because of the above reasons. If we were in different alliances we would still help each other out.





Title: Re: PvP Incentives
Post by: Grondavor on January 20, 2010, 10:30:37 PM
its fine that you work together, the bad part is that when you guys all dominate the top 10 together, its hard for anyone else to make top 10.  which might be why a lot of players stop playing after they realize they cant win


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 10:32:21 PM
is not our fault we cant be beaten atm. we play the same game u do, its possible for u guys 2 do the same and challenge us.

but what ever.. next round will probably me mine and tonys last...


Title: Re: PvP Incentives
Post by: Grondavor on January 20, 2010, 10:34:55 PM
well here is a suggestion.  Either start a training alliance, or go out of your way to help people learn if they dont understand something.  I think the biggest reason other people dont make the top 10 is because even though they know how to play for the most part, they dont fully understand all aspects of the game


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 10:35:53 PM
u ever heard of the Official training alliance. one guess who started it...

and we answer questions all the time.


Title: Re: PvP Incentives
Post by: TNTTony on January 20, 2010, 10:36:50 PM
its fine that you work together, the bad part is that when you guys all dominate the top 10 together, its hard for anyone else to make top 10.  which might be why a lot of players stop playing after they realize they cant win

I can see that it is hard for you when you see the top 10 being dominated by one alliance. However, splitting us up will mean that the top 10 players will still be the same players but in different alliances. So the only thing you have changed is the alliance picture.

Everyone in our alliance are very experienced players and although we help each other out in regards to taking planets and sharing the salvage from aliens, each player are in the top 10 because of their skills.


Title: Re: PvP Incentives
Post by: Grondavor on January 20, 2010, 10:38:46 PM
As i have stated before, i have looked into the official space oddysey training alliance, and that alliance is mostly for helping people get started in the game, not winning.  People there are too busy answering questions like "What do shields do?" that they cant actually teach a player how to succeed in the higher levels going against people like you.

And as for answering questions, i know a lot of players, me included, are kind of scared of asking vets for help


Title: Re: PvP Incentives
Post by: TNTTony on January 20, 2010, 10:41:45 PM
There is quite a few posts about the winning strategy. However, it is buried in the alliance chat.

If there was a search button in the Alliance chat that would help :-)


Title: Re: PvP Incentives
Post by: Spayed on January 20, 2010, 10:53:06 PM
its not hard 2 figure it out for yourself... we give u all the basics then some...

im not going to tell anybody how i do what i do because it would ruin the game...

u learn your own way and become successful your way and u will get there eventually. i have been playing almost 4 years thats how i got this good...


Title: Re: PvP Incentives
Post by: Grondavor on January 20, 2010, 10:56:36 PM
ok well i will keep it up and hopefully get there one of these days


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 21, 2010, 12:49:17 AM
Spayed and Tony if you are seriously considering quitting after this round I would make another suggestion.
Both of you start your own alliance, pick a few of the more promising new players, then teach them how to play as well as you, then once you consider them ready have them do the same with their own alliance for a couple rounds, then they could have there trainees do the same.
I think this could bring a lot more skilled players into the game and make it more fun for everyone.
You might even wind up with some who can you give you a run for the top ten that way.


Title: Re: PvP Incentives
Post by: TNTTony on January 21, 2010, 01:02:43 AM
Spayed and Tony if you are seriously considering quitting after this round I would make another suggestion.
Both of you start your own alliance, pick a few of the more promising new players, then teach them how to play as well as you, then once you consider them ready have them do the same with their own alliance for a couple rounds, then they could have there trainees do the same.
I think this could bring a lot more skilled players into the game and make it more fun for everyone.
You might even wind up with some who can you give you a run for the top ten that way.

I'm quitting for different reasons that is not game related... but to be very honest I will never fully quit... the game is too addictive. will probably log on to moderate the forums and to answer mails


Title: Re: PvP Incentives
Post by: Shroon on January 21, 2010, 01:10:05 AM
didn't really know where to put this but here is a thought...

leave nebulas alone as far as times and what it takes to be put in a nebula. if a person is hit..they are safe from attacks for the alotted time unless.....
you change it to where if they make and action ( example ATTACKING aliens...missions..etc etc) then the neb would fade away

this may solve alot of problems


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 21, 2010, 01:47:13 AM
Actually I think something like that would be good.
I mean seriously being the nebula means your lost right?
So if you do anything then you've found yourself and should come out of the nebula.
Maybe make it to where to get out you have to go to somewhere in your nav computer or to one of your system structures?
Until you got out you couldn't do anything though your workers would still work and planet still produce income etc.


Title: Re: PvP Incentives
Post by: Fester on January 21, 2010, 06:31:47 AM
Jan my understanding of the neb is you are hiding, not lost, but I agree you can't go running round the galaxy doing missions encounters and aliens dragging your own personal nebula with you.

I had a couple of curious ideas so expect them to be shot down but here goes:

One of the frustrations with current pvp is that players that are attacked can't retaliate as the attacking ships are reserved, so:

We have a number of attack options at the moment, regular, board, scout or raid. I would suggest another being an attack on the reserve fleets. This would still have to get through whatever screen the commander has up but would not get any segment rewards or credits, just exp. The reserved fleets could not fight at maximum strength as they are in reserve and the crew are all drunk on r & r.

Selling ships, there could be 2 options to selling ships:

a, Ships are sold as they were before the update, however these sold ships become availble to all in a 2nd hand ship market similar to the current market.
b, I you don't want your ships to be available for others then you sell them for scrap (at the updated rates)

Time for me to duck I think



Title: Re: PvP Incentives
Post by: Spayed on January 21, 2010, 09:00:22 AM
i like the ship selling one fester :D at what rate would the 2nd had ships be?


jango we have taken on a few new players each round since we started. both of us taught them.maybe they will tech other players when we leave.

i probably wont be totally gone either, if in fact i can give up at all :D ill still be around to answer questions and abuse highland just mite not play


Title: Re: PvP Incentives
Post by: Amilaender on January 21, 2010, 11:33:13 AM
I've only played for 3 rounds so please do not flame me for making some suggestions here.
I think Cam is right.  The buddy nebbing has to stop and this should start with nebbing from within alliances.  How to stop it from alts is another question all together.

I also think the neb is there for a reason.  One of the things about the game, if you like it or not, is that ppl can drop power, however they want to do it and get you.  This happens.  Do I use the neb to my advantage, of course.  If I get attacked I get to stay in it. 

Emi Suggested:

-> more experience gained during PvP battles

This would increase PvP.  I would certainly attack if I would get more experience bonus.
-> when in a nebula: secret base production and interest is stopped

I do not think this is a good idea.  No reason why this should be stopped so I would suggest a couple of alternatives.
1) Reduce the neb time from 24 to maybe 12 or 8 hours.  It still gives ppl time to get their sh!t together.  I know I have needed the interest at least once after getting zero'd.
2) If neb time is not reduced and you cannot get production or interest then you need to option to get out of the neb.  Either a button to instantly get out or if you use a turn while you are in the neb your are automatically out of it.
3) Maybe instead of any of these, if you are in a neb, you are in it and cannot do anything, no movement, no collecting credits, no making ships, nothing!  Again, you should be able to elect to get out of the neb though.
4) Even if in a neb, your base is still vunerable, e.g. you better get some ships out and if you move over creds to collect interest you are risking it.




Title: Re: PvP Incentives
Post by: Grondavor on January 21, 2010, 01:04:45 PM
i completely agree that, especially with some of the new updates coming, that you should have the option of coming out of a neb without having to attack somebody else and in turn give them a counter.


Title: Re: PvP Incentives
Post by: Saturn 7 on January 21, 2010, 02:50:01 PM
How about no one will buy your ships if they are hot.... meaning you can't sell your ships if you have any counters against you. Or you can sell your ships to a dubious dealer, but he will only pay 50% of it's normal sell value. Once any counters have expired the full ship sale option becomes available again. This will greatly hinder hit and hide attacks.


Title: Re: PvP Incentives
Post by: Grondavor on January 21, 2010, 04:31:54 PM
i really like this idea of players selling their ships to other players, and the 50% payment idea while in neb.  I think this will help out the game a lot, especailly if a player is using a ship that nobody else can get the design for but they are using it to destroy poeple.


Title: Re: PvP Incentives
Post by: FTP on January 21, 2010, 04:44:26 PM
The ship market would allow you to buy ships way cheaprer... and sell them at the same price as you bought them. Especially if a top player with max line assembly sells the ship he would either sell the ship really low or even earn money doing so.... a bad idea


Title: Re: PvP Incentives
Post by: Spayed on January 21, 2010, 09:35:40 PM
i dont think the idea was to sell them at a profit, just cost less about 10 like it was before. and the ships sould be at a slightly discounted price from there original undiscounted price, and depending on your line you would get a further discount on it


Title: Re: PvP Incentives
Post by: Jan`go Vhett on January 22, 2010, 06:21:36 PM
Well on the subject of Nebs I would suggest going through this topic again:
http://forum.spaceo.net/index.php/topic,5399.0.html
So far what has been done is good but some of this could be implemented to make it better I think.