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

Feedback Terminal => Suggestions => Topic started by: Grondavor on January 26, 2010, 06:12:52 PM



Title: planets
Post by: Grondavor on January 26, 2010, 06:12:52 PM
the planet system needs a major change.  planets right now are waaaay too much of an advantage to the players who can afford to get them up to hundreds of trils of colonists, but are a waste to the lower players because the higher players always end up taking the planets.  Therefore this is creating an even bigger gap between the high powered players, and the not-so-high powered players.  This is a gap that needs to be filled, to create more chances of seeing new faces in the top 10, and seeing more pvp in the top 10- 20.


Title: Re: planets
Post by: SirEmi on January 26, 2010, 07:58:03 PM
Maybe an increase in the multiplier of the research "Planet Construction" for the next round on Main.

The first tech level requirements stay the same, but the next tech level will require a lot more per level.
This will make it very hard for one to conquer many planets, since you usually already have one planet and you need an empty tech level to conquer another...

How much more? Well, please suggest 3x, 5x, etc.


Title: Re: planets
Post by: Jan`go Vhett on January 26, 2010, 08:45:10 PM
Increasing the cost of Planet Construction will prevent them from taking and abandoning planets, but it won't stop them from raiding them for the fun of it.
If you could make planets work sorta like remote attack, say you can only attack a planet of a player with 20%-1000% of your fp could work I think.


Title: Re: planets
Post by: TNTTony on January 26, 2010, 08:52:02 PM
Updating planets so that you can only attack/raid/conquer a planet within a specific fleet power as the previous poster has said would be the best update. This means that higher level players can't attack small planet giving them a chance to grow.

However, if an update like this is implemented I would like to ask emi to lower that turns cost in conquering and raiding planets. The reason for this is because of the higher level players will only have higher-level planets to take over. These types of planets at high-level already cost a lot in terms of Marines and money to conquer and raid. So since these players will only conquer similar power planet at least lower the turn cost.


Title: Re: planets
Post by: Jan`go Vhett on January 26, 2010, 08:57:09 PM
Previous poster???
That's all I rate now? :(
Anyways yeah I agree not many liked the turn cost update anyways.


Title: Re: planets
Post by: Grondavor on January 26, 2010, 08:57:44 PM
ya i agree turns should be lowered for raiding and conquering, and i like the power suggestion


Title: Re: planets
Post by: TNTTony on January 26, 2010, 09:00:10 PM
Previous poster???
That's all I rate now? :(
Anyways yeah I agree not many liked the turn cost update anyways.

 :)) Sorry mate, was trying to sound professional :19:


Title: Re: planets
Post by: Jan`go Vhett on January 26, 2010, 09:02:41 PM
Lol its not that big a deal just a good time to give you a bit of a hard time :D :P


Title: Re: planets
Post by: Cameron07 on January 26, 2010, 11:01:42 PM
I have an idea... completely remove planets


Title: Re: planets
Post by: Grondavor on January 26, 2010, 11:14:58 PM
maybe...  taking planets out would make it take much longer to max, which is good, longer rounds.  It would also make it so you have to be quite active to keep up instead of relying on your planet to keep you in the game, also good.  any objections?


Title: Re: planets
Post by: Pirate55 on January 26, 2010, 11:15:44 PM
Increasing the cost of Planet Construction will prevent them from taking and abandoning planets, but it won't stop them from raiding them for the fun of it.
If you could make planets work sorta like remote attack, say you can only attack a planet of a player with 20%-1000% of your fp could work I think.

hmmm yes i like jan`go's idea i think if anything is done with planets this would be the best option


Title: Re: planets
Post by: Spayed on January 26, 2010, 11:52:06 PM
grond, i think your confused, i would max out in the same time with or without a planet :D

i like the idea of the power attack restrictions. aslong as the turn cost is lowered.


Title: Re: planets
Post by: SirEmi on January 27, 2010, 12:17:16 AM
Updating planets so that you can only attack/raid/conquer a planet within a specific fleet power as the previous poster has said would be the best update. This means that higher level players can't attack small planet giving them a chance to grow.

However, if an update like this is implemented I would like to ask emi to lower that turns cost in conquering and raiding planets. The reason for this is because of the higher level players will only have higher-level planets to take over. These types of planets at high-level already cost a lot in terms of Marines and money to conquer and raid. So since these players will only conquer similar power planet at least lower the turn cost.


It could work if a players total power, (Mothership+Galaxy) is compared to the defenders total power (Mothership+Galaxy) in order to see if he can attack or not. 20%-200% range sounds about right. When you click the attack to go to the details of the attack, it should say there whether you can attack the planet or not. If not, it should say planet owner is X% too weak or too powerful.

I agree having power restrictions will lower the turn costs on attack.



Title: Re: planets
Post by: Spayed on January 27, 2010, 04:20:29 AM

I agree having power restrictions will lower the turn costs on attack.


im just alittle confused with this emi.

does that mean u will implement the attack restrictions and also decrease the turns required to attack?


Title: Re: planets
Post by: SirEmi on January 27, 2010, 12:52:34 PM

I agree having power restrictions will lower the turn costs on attack.


im just alittle confused with this emi.

does that mean u will implement the attack restrictions and also decrease the turns required to attack?

I'm taking the idea into consideration for a future update in balancing planet combat, yes.


Title: Re: planets
Post by: Spayed on January 27, 2010, 11:53:16 PM
ok, im good for them being removed tho :D


Title: Re: planets
Post by: Cameron07 on January 28, 2010, 12:56:45 AM
emi i know your all excited about planets and what not but they just cause too many problems.. take them out


Title: Re: planets
Post by: Fester on January 28, 2010, 04:36:56 AM
Hmmmmmm, I thought people "taking out" planets was one of the problems  :sniper: :oops: :rip2:


Title: Re: planets
Post by: Cameron07 on January 28, 2010, 01:19:40 PM
taking them out of the game?


Title: Re: planets
Post by: Grondavor on January 28, 2010, 11:31:02 PM
hehehe


Title: Re: planets
Post by: Nephadral on January 29, 2010, 09:04:16 AM
i think planets should stay, since emi has invested a lot into developing the system

i think we should try to fix it first and the two suggestions here would go a long way to do that (attack restrictions + less turns to attack planets)

i don't think the increase of research requirements for multiple planets is needed.

while we are at it, i am not sure why galaxy power being a factor in the overall ranking and full assault was so disliked.  i think this would help from prevented unevenly matched commanders from fighting, and i think that would improve PvP also.


Title: Re: planets
Post by: Pirate55 on January 29, 2010, 10:06:33 PM
on sea odysseyt, they have nothing like a planet.
they still max, but they take like 6 months to do it. keep them in i say kboom


Title: Re: planets
Post by: FTP on January 30, 2010, 05:38:02 AM
In sea after 2 months in the round you can play for 1,5 week and be top 5..... lol


Title: Re: planets
Post by: Spayed on January 30, 2010, 07:14:36 AM
hmm are there prizes?

i mite have 2 go win over there :D