Title: Mission Multiplier Post by: ars68 on June 14, 2006, 01:12:37 PM Sir E, for the love of all that is good in this game, can you PLEEEEEEAAAAASE put in some kind of mission multiplier, so that we don't sit there wasting 6+ hours everyday doing nothing but missions, using up all of them so they aren't there for others as well?
I say again from before, all that needs be done is have the reward and turn cost be multiplied by the mission multiplier +1, and this will also work with the staggered mission reward system, just exactly the same as the difference between doing two 1% missions and one 2% mission. you can even still leave it at the players advantage to go ahead and do missions one by one by making it that: multiplied missions still have a max of 3500 EXP, 1500 max segments but, if you lose the mission, you lose everything, no 'turn refund' for losing. so you use all 3000 of your turns on one single, hugely multiplied mission, and lose, you lost all 3000 of your turns for nothing. but for gaining EXP, and segments, you will still have to do them 1 by 1. Title: Re: Mission Multiplier Post by: ShAd0wS on June 15, 2006, 04:36:33 PM yeah would definitly like this i normaly use like 3k turns evry 2 days or so to rake in a few hundred bil and it takes hours if i dont even wanna look at the battle >_<
Title: Re: Mission Multiplier Post by: ars68 on June 15, 2006, 04:40:41 PM ya, the thing is, it won't just be an easy shortcut to do EVERYTHING, because if you are looking to train your commander, or gain segments, you will still have to do it 1 by 1.
edit-- forgot another important point. if someone just feels like doing a single 100x multiplied mission, instead of doing all 100 individually, right there is 99 more missions for others to use. Title: Re: Mission Multiplier Post by: ShAd0wS on June 15, 2006, 07:05:07 PM ehh maybe even just +10 sets of missions... 100 would be a bit much really...
Title: Re: Mission Multiplier Post by: Seither on June 16, 2006, 02:15:56 AM I have a max of nearly 6k turns, 100 is not much for me.
Title: Re: Mission Multiplier Post by: ShAd0wS on June 16, 2006, 10:08:59 AM 100 is 1500 turns, and that would be too easy... my alt account also has almost a 6k turn max but its still a good chunk of turns...
Title: Re: Mission Multiplier Post by: ars68 on June 16, 2006, 01:36:49 PM just because you have a higher amount of max turns, does not change anything. 1500 turns would STILL be a little over an entire days worth of turns.
Title: Re: Mission Multiplier Post by: ShAd0wS on June 16, 2006, 03:51:29 PM yeah im just thinkin it may be too easy to get cash then if yo ucan just put up 1500 turns on one click where if ya win ya get over 100bil easy enough...
Title: Re: Mission Multiplier Post by: ars68 on June 17, 2006, 03:46:01 PM as opposed to? getting the 100Bil over the course of several hours and 100's of missions? this would save much time, many missions for others (something some other people talked about more then once) AND, you would STILL have to do it 1 by 1, for segments and commander levels, which is sometimes a lot bigger deal then some may realize. either do it 1 by 1 (or 10 by 10, or whatever) or you would have it to do it some other way, encounters (by the way, no multiplier for encounters, that WOULD be to easy to abuse)
in a way, that is the point, it is a way to multiply risks as well, if there is no risk whatsoever to losing, doing all those missions are sometimes almost unbearably monotonos, yet you need those credits to advance further along in rankings. but some people don't have hours on end to throw at doing missions. if there is risk of losing, then you have a chance of having the equivalent of doing all those missions as a success, or a failure. the bigger the risk of losing the mission, the mor elikely you may be better off doing it one by one anyway, or just not all at once. Like for instance, I get on about 1 hour before I want to go to bed, I want to get on, coordinate battle plans, check out what the other players are messaging me and such, but I can't do that to easily when the whole time I have to do missions, to get anywhere further up the rankings. Title: Re: Mission Multiplier Post by: Seither on June 20, 2006, 01:59:03 AM This definantly needs added.
Title: Re: Mission Multiplier Post by: ars68 on September 29, 2006, 12:52:00 PM *bump*
can we now have this? it will go along really great with the myriad of BH's and encoutners available in the galaxy now. ... no, not having a mission multiplier for BH's, no, lol. I mean with all the turns you can potentially get with BH's, it is probably possible to never truly run out of turns (hence why I think the top 10 is so high in the first place) and so it is making more to where whoever can stay on the longest and find/use the most turns. with this, you can DRASTICALLY reduce the amount of time required to do completely mundane things that seem to only be there to make it more of a chore, then a game, to be high up in the rankings. Title: Re: Mission Multiplier Post by: thezerg on September 29, 2006, 06:29:50 PM What happens if you lose youe ships in the first half or whatever. You then lose the next 750 turns to not being able to resupply fleet. I suppose if you are willing to risk it you could make this an option
Title: Re: Mission Multiplier Post by: FTP on September 29, 2006, 06:57:07 PM You do one option and the worker/credit reward is counted as much as you clicked.
Title: Re: Mission Multiplier Post by: Gunfighter Frank on September 30, 2006, 05:40:35 AM ars we ahve been talking about this for some time now. I say make the mulitplier for missions so you dont have to stay online for 10 hours to use yor days turns, however when you find that 1% or 10% or what ever mission you want to do 10 times that enstead of haveint 1 calc it just cacls 10 x% missions that way for those that cant be online for 10 hours a day they can burn thier turns in a few.but if you end up loosing a ship or a fleet in the first then your ability will be dimished for the others. I like that. since you say do 10 missions or what ever the penelty can be you dont get to replenish your fleets between them.thus if you like to usse swarms you could in theory loose it all on the first missoin and just forfet the rest of those turns. hmm me like this idea. here killer fleets here killer fleet :))
Title: Re: Mission Multiplier Post by: ars68 on September 30, 2006, 07:58:10 PM yes, there would also be less noticeable, but still there, effects that would make it less desireable... since it HAS been a very long time, I'll recap:
a multiplied mission will still: - give the max amount of exp of a single mission - give same max amount of segments of a single mission - unable to use credits half way through to upgrade fleets, resulting in loss of credits over all - only applies to mothership missions (not encounters, galaxy missions, or bounties) this would then save a lot of headaches down the road, also, you could have a 5 turn penalty for each multiple, hence, it would be 15 turns for an unmultiplied mission, then an extra 20 turns for each one after it. this would also help in saving harder to find missions (such as 11%-25%) that way more can be found in general (because those doing 100's would also be able to just unload it all on a single mission, instead of 100's) on a side note though... perhaps a max of exp and segments, or at least just segments, may be a bit to much... it may sound awful at first, which is why I suggested those limits myself, but now that I think of it, it shouldn't be to bad, going off the fact that the playing field would still be equal. (give everyone 1 million segments, everyone is still equal to each other) although exp may still be a bit much... and on yet another note (I know... I go on and on... but only when I feel it needs added) this should probably not be put in, if you still have no limit on donations for turns. I hate to see what it would be like to donate for 3k turns, use every bit of it on a single trillion credit mission, then repeat... sure it means more money to go around... but that would make donating to the top in '30 seconds' all to much easier to do. Title: Re: Mission Multiplier Post by: ars68 on October 04, 2006, 02:11:40 PM ya, lol, hey E, your breaking your own ToS :P
somewhere in there it says "staring at the computer screen may cause health problems" so stop making us do exactly that :P :)) Title: Re: Mission Multiplier Post by: Seither on October 05, 2006, 10:30:12 AM lol, nice one ars.
Title: Re: Mission Multiplier Post by: Hellsword on November 08, 2006, 02:51:26 PM well as most people know i really dont play much anymore, due to a number of factors... teh cost calculator looks like it hsould help, so ive considered coming back... but i dont want to sit in fornt of computer for 2 hours a day just doing missions, and even if i wanted to i dont have that kind of time... so yeah a mission multiplier type thing would be awfully nice... why make us stare at het mission screen for hours on end wasting turns when something liek htis oculd make things so much easier...
Title: Re: Mission Multiplier Post by: Seither on November 08, 2006, 05:41:24 PM yes, it's been said many times, but let me make a formula, maybe it'll clear it up once and for all:
Mission Multiplier+game=happy players=more players=more donations=happy and rich Sir Emi Quite simply really. Title: Re: Mission Multiplier Post by: Silverthorne on November 09, 2006, 02:30:24 AM Im in favor of a mission multiplier as I got bored trying to use up my turns doing mission and encounters that I decided to burn them on extend mothership so I could find out where my life went. :)) :lol_sign:
Title: Re: Mission Multiplier Post by: Squank on November 10, 2006, 12:43:49 AM Yes ars, this is a great idea. They say kids don't get enough excercise in today's news. And sitting here spending turns on missions, encounters ect., were not closer to getting any excercise. and like let's say you want to do a 20% mission contract, and you have the option from a drop box on the side of the 20. To multiplie it by, 1,2,3,4,5,6,7,8,9,. Or however many times you want up to like however many turns you have.
For example if that 20% mission was 200million credits for 15 turns. You multiplied it by 25 that would mean 375 turns used. Plus a charge of like 50 turns to do a number that high. So you would have used 425 turns for 5billion credits. And if you lost the mission. you lost the turns, just like a regular loss. but you would have saved an hour by multipling it by 25. And if you lost you lost. No biggie. Although if you did a regular mission you could that would be 25 missions and only 5 losses. You would be making 4billion credits. And of course the choice owuld be yours if you wanted to multiplie it or not. So overall I give this topic a 8 out of 10. Title: Re: Mission Multiplier Post by: ars68 on November 11, 2006, 01:45:48 AM you forgot to mention this fact as well:
by multiplying 1 mission by 50, that is 50 more missions someone else can do the same on. so in short, it will almost guarenteed increase mission availability AT LEAST 2-5 times what they are now. although right now, it looks like it is going to be pointless anyway, with the mission reward going so low... everything is transfering to galaxy, and I don't see a way this will really work in the galaxy missions... Title: Re: Mission Multiplier Post by: Squank on November 12, 2006, 06:28:58 AM Well if this idea was to come into play, it would balance missions and the galaxy back out again, and from what I recall the galaxy encounters could all be taken by 1 person and if you have 5 people of the same power, 4 of them do not get any encounters done, as if the idea would come into play. There would be missions to do in substitute of the encounters. All in all everyone is happy while still getting creds/segments/exp/ and workers.
Title: Re: Mission Multiplier Post by: Seither on November 13, 2006, 01:24:25 PM ....you know how long we've tried to get this idea passed into the game? It's been almost a year now, and it's popularity continues to grow, and nothing is even mentioned with it. We should revolt, go to Emi's house, and damand he iplement the multiplier now, lol.
Title: Re: Mission Multiplier Post by: randalthor on November 13, 2006, 11:11:47 PM i would love this, i am a full time student at college and dont have much time to waste on this remarkable game. so please emi, make this happen.
Title: Re: Mission Multiplier Post by: ars68 on November 14, 2006, 02:16:07 PM here here, how about this:
who here would pay money just to put this in? and it is a valid question, it shows just how much this wants to be put in, lol. just make sure to do good if it finally happens :)) :P :21: :14: Title: Re: Mission Multiplier Post by: Seither on November 14, 2006, 02:25:56 PM I would...if I was able to. and I know you would ars.
See, Sir Emi, the mission multiplier is in high demand, so why not add it? Title: Re: Mission Multiplier Post by: ars68 on November 14, 2006, 02:58:08 PM 2 months ago even, and I would have said yes unthinkingly... now, this game is just losing interest very very quickly. so much so, I feel SORRY for the person who went out of there way to give me a gold account finally.
quite frankly, if this idea gets blown over again, (well, this and the grand mothership idea to) I don't know what is going to happen. it's like ever since so long ago, Sir E has just seemed to... lose touch with the general people of SO. and not really to th ebetterment of teh game itself either. sure there has been a lot of new people, but it doesn't really when count when even more people are quitting. I mean, when is the last time something has been put into effect that you can link directly back to something on this suggestion area? it's alright if E already has a plan, I just wish in that case he would share it with somebody (namely everyone else) Title: Re: Mission Multiplier Post by: Hellsword on November 14, 2006, 10:28:45 PM ars last thing i remember that came directly from a suggestion was the commander trait to reduce time between systems in galaxy (by me) :P... but yeh E really doesnt pay enoguh attention to what the people want...the game was really good to shame to see it going downhill like it is...
Title: Re: Mission Multiplier Post by: Seither on November 15, 2006, 08:12:44 AM I PMed Sir Emi about it....maybe if we bug him enough, lol. Jk, but seriously, this idea would crucially turn the tide of the game's negative growing numbers.
Title: Re: Mission Multiplier Post by: FTP on November 20, 2006, 04:51:07 PM This is suggestion is impossible. If it gets in the game an seperate ofurm will be opened to be able to fill in the complaigns. And even by thinking 10 minutes baout this already revealed bug abuses with this. Work it out another time as if I ahd the time now to do work it out I woukld rather keep my acount from maxing in turns.
Title: Re: Mission Multiplier Post by: ars68 on November 20, 2006, 08:53:22 PM how is it impossible? unless you have not read the whole thread, I am sure it does sound impossible to put in, especially if you just read the last couple ones...
since this IS a new page of replies, I shall put it here again basically what it is... when doing a regular mission, you are given the option to use extra turns to increase the reward if you win. ex: mission is 15 turns for a reward of 1 million. instead of going through and doing 100 of these missions, you simply multiply it by 100, so: it is instead a mission costing 1500 turns for a reward of 100 mil. so you see, there really -is- no way to abuse it, because there is not much difference from this and just doing the missions one by one, except: --it allows you to use vast amounts of turns very quickly on missions --for every multiplied mission, there is that many more missions that was not taken simply to use all turns available. however, to keep it balanced: --there is an extra charge of 5-10 turns per multiplication (multiply by 100 will cost extra 500-1000 turns) --does not work on: exp, segments, encounters, galaxy missions. ... that should pretty well sum it up. Title: Re: Mission Multiplier Post by: FTP on November 21, 2006, 01:45:04 AM Ok very fast before I got to school:
There always been complaigning about donaters, now all you have to do is donate to a couple of mulitplied mission's let say 5 to spread the changes, then ou can donate again. Meaning time would not be something that would stop them from growing to fast. This will cause alot of complaigning. I I calculate my total attack power, and then buy swarmers without HP to equal that attack power, add abit and maybe add a few more swarmer fleets maxed out on swarmbonus. This shouldnt cost this much, so with doing 100x a mission should be able to easily pay for the loses. But now dont take youre attack value's but make those 10 times as strong, now you get 10x youre reward for a mission, you can even use encryption lvl items to boost acc and att. For one mission this ain a problem as tis wont pay of then, but it is profitable doing with a 100x mission. Swarmers without HP give and a higher swarm bonus and cost less. Ok I will max out in turns now :( Title: Re: Mission Multiplier Post by: ars68 on November 21, 2006, 12:03:58 PM but you will only get the exp for one mission for that... you also still have to finish the mission. and, they will always complain about donators... so? if something goes wrong, you will lose all the money you spent, plus all the turns you invested into that one mission, pretty much meaning you are stuck for at least 1-2 days.
besides, you should know swarmers like that work very poorly in a higher power level. if you spend 1500 turns to get 100 mil... it don't matter that much if the other people get 100 mil for a single mission anyway. Title: Re: Mission Multiplier Post by: FTP on November 21, 2006, 03:10:19 PM If I buy swarmers for 500 bill worth there attack is so freaking much higher then for a 500 bill tank, so I can do mission that gives my 20 bill each. 1400/20= 70 70x20 bill = 1400 bill.
This is only an example...... Title: Re: Mission Multiplier Post by: TheMerchant on November 21, 2006, 09:38:40 PM but if you fail .... -500 Bill and o turns with little xp earned, its really a money or exp thing
Title: Re: Mission Multiplier Post by: FTP on November 22, 2006, 08:28:51 AM You just do a win win situation.
Title: Re: Mission Multiplier Post by: ars68 on November 22, 2006, 09:54:57 AM you may have a lot more attack, but it will have very high hp, defense (maybe) and ABS, so you may or may not win still. and at little to no hp and defense, you would lose swarmers like crazy... and you still have to be able to KILL the other fleets to. so you would need 3 fleets of 500 bil at least...
Title: Re: Mission Multiplier Post by: TheMerchant on November 22, 2006, 01:35:22 PM even if you do a win win situation you will earn less money and not lvl as fast so youll be making fast and easy money but eventually it wont be much cause ppl will pass you up in lvl youll still be making that money
Title: Re: Mission Multiplier Post by: Seither on November 30, 2006, 09:28:55 PM the mission multiplier is a good idea. And donating for more turns ins't an exploit FTP, so no worries there. Let them complain about the donators, it's actually more benifitual the way ars described to do them 1 by 1, but for those without the time to do so, they can just multiply their missions and burn their turns faster, leveling the playing field a great deal.
Title: Re: Mission Multiplier Post by: ars68 on December 01, 2006, 03:19:36 PM ok, that is no problem, in fact, if anything it would help enhance the game as well, giving suicide swarmers a definite purpose again, to get tons of money in the beginning. I say beginning only, because you get to in the bils, suicide swarm missions are hard to win, period, because most of the ships will start using high end sheilds and lots of hp and such, meaning your swarmers get swatted like flies.
on the other hand, I do see how it can be taken advantage of... but only because of the way the missions are set up right now, which is because the enemy fleet power is no longer based on your fleet power. if it were set up with the old style of missions, it would have been fine here to. Title: Re: Mission Multiplier Post by: FTP on December 04, 2006, 05:29:28 PM Let just make it that you can do only 50 missions a time. Then it aint worth for suicide swarmers, and you can still burn turns veyr fast.
As I'm moderator of this forum Iw ill read through all suggestions compile them into short story's and contact Sir Emi with it I will only message him those who are worth it. Title: Re: Mission Multiplier Post by: ars68 on December 04, 2006, 09:18:17 PM hmmm... ya. on a side note, it was mentioned to me by gunfighter frank, that maybe you could add in that for each multiplier, it raises the difficulty slightly, like maybe 1% for each one, so a multiplier of 50 would increase difficulty 50% as well. then taking a 1 mil mission as example, it would be:
base statistic (multiplied by 10) [multiplied by 50] reward: 1 mil (10 mil) [50 mil] relative difficulty*: 1 mil (1.1 mil) [1.5 mil] turn cost: 15 (150) [750] *total guess here, but you get the point Title: Re: Mission Multiplier Post by: Gunfighter Frank on December 05, 2006, 05:07:59 AM as I have said before you should do the mission multiplier like this.
1 you do X of the same mission. 2 you dont do 1 mission but the system will do X seperate missions. 3 you are not allowed to stop in the middle and replace ships 4 if you fail the 2nd mission you dont get the rest 5 all the turns you invested are burned even if you fail the first mission and you only get paid for 1 mission enstead of 100 turns worth. 6 the system will just keep making new missions from that one you choise 7 you are not allowed to replace marines or ships between them and you are limited to say using this for 1500 turns total a day you must use the rest normal Title: Re: Mission Multiplier Post by: Seither on December 05, 2006, 12:03:14 PM that sounds great frank.
Title: Re: Mission Multiplier Post by: FTP on December 06, 2006, 03:25:01 PM Ok make it 1440 then turns a day,
Srry for my bad spelling in this topic but I ahve to type everythign very fast as I dont have much time. Title: Re: Mission Multiplier Post by: ars68 on December 07, 2006, 11:42:28 AM actually, that isn't such a bad idea... except for the fact that each time you would run the risk of a superfleet. but I guess that's more reason not to do such a high multiplier...
actually, I was thinking maybe up to multiplier 50... then based on how high you go, there is a chance you get attacked a 2nd time, meaning if you used suicide swarmers, you pretty much just lost everything. though what you said is ok to, I guess (though a bit devious) oh, it would have to refresh the ships HP inbetween battles as well, just like a new battle. otherwise, no one would really stand a chance, and thus be pointless. if it is a new battle, it must be like a new battle. |