Title: SO Main - New Round Updates Post by: SirEmi on February 08, 2010, 04:31:44 AM - Hall of Fame will record top 20 players / alliances from now on - You get 3X more experience by killing fleets in PvP and the maximum / battle you can get in a PvP attack is 105.000 for both attacker / defender. A successful attack awards much more experience then a failed one. A successful defended attack awards much more then a failed defense. - The news will display: "A new beginning... The Hall of Fame" link for everyone to see the winners for 24 hours after the end of DDAY. - Auto Intel if player is inactive for 24h and not in nebula, location will posted in Intel Terminal. Improved Intel Interface so you can find players in your range easily. - Before the attack on the war room, the system will recalculate the target power and remaining ships in order to give last minute info on the enemy. This should fix problems where the war room reported ships out, while there where none. - Hologram Training was obsolete and confused newbies, they would sometimes use it and waste resources. It has been removed from Commander screen. - workers hunger rate goes further in the negative if there are not enough biofarms to sustain the workers. You still need 1 biofarm for each 2 million workers, however it is no longer possible to ignore the hunger by increasing the "Contraception Ban" commander ability. You get a lower hunger rate and more growth but it's harder to stay in the positive with not enough biofarms. - improved Hunger warning, it will show the number of biofarms you need to feed your workers in case of hunger. - removed obsolete ability "Black Market Dealer" and replaced it with "Line Assemble" when buying new ships. - Mothership modules have increased resource requirements to build, in order to balance it better with the commander abilities. Requirements remain the same for: "Advanced Biofarm Collector", "Advanced Debries Collector", "Time field generator". - Space Odyssey Official Training Alliance truce canceled, all members can PvP between them now. -> Both ways PvP salvage - attacker will salvage 20% of defender losses (items & cr), defender will salvage 60% of own losses (cr), 20% lost - on success, attacker will salvage 50% of own losses (cr), defender will salvage 0% of attacker losses (cr), 50% lost - on fail, attacker will salvage 25% of own losses (cr), defender will salvage 10% of attacker losses (cr), 65% lost - uses resupply bonuses to calculate real value of ships from the two parties - ex: defender with 5 bil fleet can have max salvage from attacker fleet of 0.5 bil (10% of his own fleets worth) - ex: attacker gets 20% so (max 20% of his own fleets worth) + -> Can not attack while in nebula - you will get a warning and a button to click to get out of nebula - you can still do counter attacks The updates are ready to be implemented in the new round. May make to update during DDAY to see how the PvP works :)) I've done a lots of testing with PvP and I must say I'm liking this new can't hide and salvage tactics to regroup, it gives a new meaning to PvP and it's actually possible to gain ranking and levels just by doing PvP. We're in for a very interesting new round on Main hi God Speed commanders! Title: Re: SO Main - New Round Updates Post by: Spayed on February 08, 2010, 06:03:45 AM Quote workers hunger rate goes further in the negative if there are not enough biofarms to sustain the workers. You still need 1 biofarm for each 2 million workers, however it is no longer possible to ignore the hunger by increasing the "Contraception Ban" commander ability. You get a lower hunger rate and more growth but it's harder to stay in the positive with not enough biofarms. nerfed... you can never get enough bio farms... and now u totally nerfed workers... Quote Mothership modules have increased resource requirements to build, in order to balance it better with the commander abilities. Requirements remain the same for: "Advanced Biofarm Collector", "Advanced Debries Collector", "Time field generator". again nerfed... why are u trying to make it harder... like the pvp updates... hate the ones quoted and the unable to power down 1, but apart from that good updates... please remove sucky ones that help absolutely nothing and solve nothing and just make it harder to play the game with limited time... Title: Re: SO Main - New Round Updates Post by: TNTTony on February 08, 2010, 09:27:19 AM Overall I like the changes, however, as Kyle stated the changes made in regards to workers and station modules cost seems strange. I can see this affecting new players and it would take much longer for them to upgrade certain skills. However, I think we can only wait and see in the new round.
I think you should have the PVP update for doomsday including the experience update. This will give everyone some time to learn the new PVP changes for the new round. One small question, will increasing the salvage skill also increase the amount of money we can make from PVP or is that exclusively for items? If this skill is exclusively for items then I suggest you should change it so it can include an increase in the amount of credits received. Another small question, I thought that update for the nebular was that no turns can be used? However in this update you specifically say that you cannot attack? Do you mean attack in terms of PVP or in terms of the aliens and missions? If it is the latter, are we still able to roam around the galaxy? Title: Re: SO Main - New Round Updates Post by: clouthour on February 08, 2010, 11:57:13 AM shouldn't this have been tested on the test server first? i mean the test server is just a waste of money unless u use it.
Title: Re: SO Main - New Round Updates Post by: SirEmi on February 08, 2010, 12:28:44 PM I think you should have the PVP update for doomsday including the experience update. This will give everyone some time to learn the new PVP changes for the new round. That's what I was thinking, to do the update during DDAY so you have a chance to test it at higher levels. One small question, will increasing the salvage skill also increase the amount of money we can make from PVP or is that exclusively for items? If this skill is exclusively for items then I suggest you should change it so it can include an increase in the amount of credits received. With the increased PvP salvage, the attacker gets more items & credits then previously, the defender get credits. With the increased salvage there will be a lot more resource items and possibly a faster chance to max if the mothership modules costs where left as it was. Another small question, I thought that update for the nebular was that no turns can be used? However in this update you specifically say that you cannot attack? Do you mean attack in terms of PVP or in terms of the aliens and missions? If it is the latter, are we still able to roam around the galaxy? It was easier to put restrictions on all the attacks against PvE / PvP / planets, then it was to restrict every turn usage action. You can still move around the Galaxy while in nebula, but you can not do missions or anything. If you try, you'll get a warning and option to leave nebula. It's not automatic, you'll need to click YES to leave. Title: Re: SO Main - New Round Updates Post by: Fairfrozen01 on February 08, 2010, 02:43:44 PM Give me a reason to not say eww to the top 20 HoG thing..
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 08, 2010, 05:40:09 PM I like most of these updates, especially the PvP ones. I agree that they should be updated for DDay
Title: Re: SO Main - New Round Updates Post by: Pirate55 on February 08, 2010, 05:58:02 PM Quote workers hunger rate goes further in the negative if there are not enough biofarms to sustain the workers. You still need 1 biofarm for each 2 million workers, however it is no longer possible to ignore the hunger by increasing the "Contraception Ban" commander ability. You get a lower hunger rate and more growth but it's harder to stay in the positive with not enough biofarms. nerfed... you can never get enough bio farms... and now u totally nerfed workers... Quote Mothership modules have increased resource requirements to build, in order to balance it better with the commander abilities. Requirements remain the same for: "Advanced Biofarm Collector", "Advanced Debries Collector", "Time field generator". again nerfed... why are u trying to make it harder... like the pvp updates... hate the ones quoted and the unable to power down 1, but apart from that good updates... please remove sucky ones that help absolutely nothing and solve nothing and just make it harder to play the game with limited time... yea i think i agree with spayed on this one the mothership modules recours requirements shouldnt be raised.... everything else looks great though, and starting the pvp updates for dday would be cool Title: Re: SO Main - New Round Updates Post by: SirEmi on February 08, 2010, 07:08:17 PM Quote workers hunger rate goes further in the negative if there are not enough biofarms to sustain the workers. You still need 1 biofarm for each 2 million workers, however it is no longer possible to ignore the hunger by increasing the "Contraception Ban" commander ability. You get a lower hunger rate and more growth but it's harder to stay in the positive with not enough biofarms. nerfed... you can never get enough bio farms... and now u totally nerfed workers... Quote Mothership modules have increased resource requirements to build, in order to balance it better with the commander abilities. Requirements remain the same for: "Advanced Biofarm Collector", "Advanced Debries Collector", "Time field generator". again nerfed... why are u trying to make it harder... like the pvp updates... hate the ones quoted and the unable to power down 1, but apart from that good updates... please remove sucky ones that help absolutely nothing and solve nothing and just make it harder to play the game with limited time... yea i think i agree with spayed on this one the mothership modules recours requirements shouldnt be raised.... everything else looks great though, and starting the pvp updates for dday would be cool Based on the tests I've been running, not increasing the mothership module costs with the new increase in PvP salvage resource items will make commanders max faster then now. We want a round to last more then two months on average. Thank you. Title: Re: SO Main - New Round Updates Post by: Jan`go Vhett on February 08, 2010, 07:59:41 PM You guys been complaining about maxing too fast anyways :P
These updates sound good Emi. Title: Re: SO Main - New Round Updates Post by: Cameron07 on February 08, 2010, 10:09:49 PM fixing the worker commander bonus fixed the problem about maxing.. thats how people have maxed so quick..
Title: Re: SO Main - New Round Updates Post by: Spayed on February 08, 2010, 11:35:19 PM rounds have been lasting more then 2 months...
and cam it wont slow me down much :d, just make me do more :D we dont want rounds 2 last much longer then 2 months.. pritty much the round is won or lost in the first 2 months.. its pritty clear by that stage who has the upper hand.. and there isnt alot that anyone can do about it. Title: Re: SO Main - New Round Updates Post by: Cameron07 on February 09, 2010, 04:02:40 AM yeah i think the worker bonus thing will slow ya down a bit.. won't change who's out in front, but you will be out in front with your planet then its just a grind war after that.. which isn't really awsome.. that part of the update just made for more grinding
Title: Re: SO Main - New Round Updates Post by: Spayed on February 09, 2010, 04:18:02 AM yea will slow me down, and i guess i can see the reason for it..
but seriously rounds are too long as it is. but really increasing the resources cost it not needed at all. its already incredibly expensive.. OH AND I ABSOLUTELY HATE THE TOP 10 = TOP 20... ITS RIDUCULOUS!! THERE IS LESS THEN HALF THE PLAYERS THERE USED 2 BE... SHOULD BE REDUCED TO THE TOP 5 NOT INCREASED... PLEASE REMOVE THIS IMMEDIATELY.. ITS UN CALLED FOR AND IS A JOKE QUITE FRANKLY.. ITS SUPPOSED 2 BE HARD 2 GET TOP 10 NOT ATTAINABLE BY CLICKING AN ALT FOR 10 MINS... Title: Re: SO Main - New Round Updates Post by: Grondavor on February 09, 2010, 12:31:55 PM Hopefully people will use this update in a good way, not to make rounds last longer, but simply to end the round before somebody maxes.
And personally i like the top 20, because it gives the new/inexperienced players something to look forward to when they see that the top 10 is already being completely dominated by you guys. Its not like we are getting cash prizes, we just want to feel like we can accomplish something Title: Re: SO Main - New Round Updates Post by: Saturn 7 on February 09, 2010, 12:39:49 PM I can see Spayed's point about top 20 or top 5, as the top 10 has been an elite club which you have to work hard to get into. Only a select few have achieved that goal. But by the same arguement, it must be discouraging for many players who give up knowing they can never reach the top 10 and thus quit the game.
As far as the length of each round, once possible solution is to make them shorter, but halve the prize money, that way Emi isn't out of pocket. The one thing that needed to be addressed is the number of people maxing, makes D Day a non event, especially for those that have max'd, or if all the top 10 max'd then non event for everyone! Title: Re: SO Main - New Round Updates Post by: TNTTony on February 09, 2010, 08:58:12 PM I like the top 20 idea. It gives the other players something to look forward to.
Title: Re: SO Main - New Round Updates Post by: SirEmi on February 09, 2010, 09:43:58 PM Ok, so I see people stopped DDAY for now.
I'm interested if your alliance members want this update now to test it out or when DDAY goes red? So please leave your comment about that. Thank you. Title: Re: SO Main - New Round Updates Post by: Cameron07 on February 10, 2010, 12:04:11 AM emi you start dday... im tired of people pulling out and it restarting.. spayed has been maxed for a while now.. time for dday
Title: Re: SO Main - New Round Updates Post by: Spayed on February 10, 2010, 12:47:46 AM new players are not meant to make the top 10 unless they are good.. we dont have the depth in the game to make the top 20 anything but a joke..
when d day goes red. please start d day emi, i have been maxed over a week.. and noobs just keep pulling out... Title: Re: SO Main - New Round Updates Post by: Saturn 7 on February 10, 2010, 05:07:05 PM Emi, one compromise I would like to put forward reguarding the top 20 in halls of fame, can you ensure that the top 10 are made more prominant. Either they are listed separately or the font/design makes it obvious of who the true winners of the round are.
As far as introducing the updates now, my personal feelings are that major changes shouldnt happen mid round, it sort of changes the goal posts mid game (plus Spayed can't attack anyone as he's max'd) Title: Re: SO Main - New Round Updates Post by: KenquinnTheInsaneOne on February 10, 2010, 10:51:09 PM - auto remove mothership from Galaxy if player is inactive for 45 days, intel contracts removed on inactive player
Please add that update from wars to the SOMain server its needed not as much as it was for SOWars but still it would be useful on SOMain Title: Re: SO Main - New Round Updates Post by: Spayed on February 11, 2010, 12:26:20 AM its to easy to make the halls of glory as it is.. think about it.. do we really want new players that suck to he in a position of honour that the halls of glory is.
Title: Re: SO Main - New Round Updates Post by: Nephadral on February 11, 2010, 08:38:49 AM doubling the halls of glory slots double the amount of people who think they have a chance to make it in. perhaps there will be a couple of rounds with noobs in it, but give it some time and i think the top 20 will be much more competitive as there will be a higher retention of players.
that is my two cents, for what it is worth Title: Re: SO Main - New Round Updates Post by: Spayed on February 11, 2010, 08:48:38 AM no there will just be people that think they are already good enough to make it..
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 11, 2010, 11:16:50 AM I agree with Nephadral. Once people see that the top 20 are being recorded they will start trying harder to gain power hoping to make top 20. Before they werent trying as hard because they knew that they had no chance of making top 10. That will make it so it actualy will be a competition for top 20 as well
Title: Re: SO Main - New Round Updates Post by: Comatose on February 11, 2010, 03:09:15 PM The HoG idea sucks balls
Title: Re: SO Main - New Round Updates Post by: Saturn 7 on February 11, 2010, 04:25:50 PM its to easy to make the halls of glory as it is.. think about it.. do we really want new players that suck to he in a position of honour that the halls of glory is. Then it's down to you mate to make them realize how good they really are :19: Title: Re: SO Main - New Round Updates Post by: Spayed on February 11, 2010, 11:19:00 PM why would it be up to me, im sick of teaching noobs that wont listen.. ask the same question over and over... complain that things are to hard and have them changed to make it easier... while people like me.. i have almost played the game longer then lightseeker.. i have to sit here and watch emi make the game easier for noobs and harder for me...
HoG idea is horrible. there just isnt the quality players playing anymore that would make it.. the 20th ranked player is ABI.. he has 28 bill power.. i have been maxed for a week and a half.. the 10th ranked player has 13 trll power and the 11th has 92 bill.. how can you even think of increacing the halls when all it will do is embarrass the game... its ridiculous.. Title: Re: SO Main - New Round Updates Post by: V on February 12, 2010, 03:36:33 AM My two cents...
HoG: Let's compromise. Have a Top 5, then have a link to the top 20 as "Honorable Mentions"...(as spayed said, rank 20 is ABI, and he does not even play...) Nerfed workers: I think Emi is trying to make us decide between dedicating our segs to workers, or to our planet... will be interesting to see who chooses which : ) PvP updates: Cool! I just hope we can actually make a profit from PvP now instead of a consistent loss... Because that would be really neat. Emi: The reason that there are so few players in this game now is because the game is totally unfair, and unbalanced. There are still exploits, and abuses that players use to gain an advantage over other players. In order to retain players, you don't need to change the HoG to accompany a higher quantity of players, you need to get rid of multi-accounting. Before galaxy updates, having more than one account was not significantly beneficial. However, now, with galaxy updates, it totally is. It creates a totally unbalanced game when a player can use an alt to make money for themselves, pass money, multi attack, etc... I know you say that a few of these are "against the rules" or not allowed, but Emi, be honest with me... when was someone last banned from this game for cheating!??!!? I don't think there have been many; and I don't blame you, as with so few active players, banning even one could be a detriment to YOUR financial livelihood. I believe, without a doubt, that if you only allow ONE account PER IP (STRICT exceptions for family members. If you need an example I will happily provide one), you will restore the balance in this game and bring back once again, the magnificence that was once Space Odyssey. ---Wes Title: Re: SO Main - New Round Updates Post by: Spayed on February 12, 2010, 04:47:42 AM there is no decision, its impossible to get enough segs to support growth later on...
i dont mind your idea about the HoG.. Title: Re: SO Main - New Round Updates Post by: V on February 12, 2010, 05:19:22 AM is the formula for how many segs it takes to support 1 workers posted somewhere? where?
Title: Re: SO Main - New Round Updates Post by: Spayed on February 12, 2010, 08:06:10 AM probably but i dunno where. either way your still negative 12% with 40 mill segs...
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 12, 2010, 11:56:46 AM i agree with Wes' idea for HoG, it seems fair. I also agree that having only one account per IP address would be a good update
Title: Re: SO Main - New Round Updates Post by: Spayed on February 12, 2010, 11:19:00 PM meh with the new updates it makes alt nebbing useless so it really isnt a big problem. cant abuse that much by feeding yourself with alts.. maybe at the start it would help.. but in the long run it makes no difference.
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 13, 2010, 12:27:47 AM I think there is more of a problem of having people get multiple accounts into the top 10 or so.
Title: Re: SO Main - New Round Updates Post by: Spayed on February 13, 2010, 12:31:11 AM meh if they wana play that many accounts its up to them :D
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 13, 2010, 12:32:22 AM true. i honestly would get kinda sick of this game though getting multiple accounts into the top 10
Title: Re: SO Main - New Round Updates Post by: Spayed on February 13, 2010, 12:34:06 AM i get sick of it with one account :D
really if someone wants to play two accounts its ok, aslong as he dont abuse the rules. Title: Re: SO Main - New Round Updates Post by: Grondavor on February 13, 2010, 12:35:36 AM yup. then again, people probly do abuse the rules and dont get in trouble
Title: Re: SO Main - New Round Updates Post by: Spayed on February 13, 2010, 12:38:07 AM meh really its not really that useful to abuse with an alt.. not much extra they can give you. epecially later on.
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 13, 2010, 12:39:53 AM oh i dont know. for instance right now you could fill the entire top 10 with your alts if you wanted by just letting each of your alts rid you once. :P
Title: Re: SO Main - New Round Updates Post by: Spayed on February 13, 2010, 12:40:36 AM well considering my account is banned from attacking or being attacked i coundlnt :D
Title: Re: SO Main - New Round Updates Post by: Grondavor on February 13, 2010, 12:41:43 AM true, but you could have right before you maxed lol
Title: Re: SO Main - New Round Updates Post by: Spayed on February 13, 2010, 12:43:27 AM no actually my account gets locked after i have a certain amount of money or workers. but i guess i am far enough ahead that before i maxed i could have let myself be raided and yes could have the top 10 to myself :D
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