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61  Space Odyssey Info Terminal / Updates / Re: Diminishing nebulae on: February 10, 2008, 02:33:05 AM
Sorry - forgot to thank Emi.

Thanx Emi - this should help a lot.
62  Space Odyssey Info Terminal / Updates / Re: Fixed on: February 10, 2008, 01:49:44 AM
How do we access it?
63  Space Odyssey Info Terminal / Updates / Re: Diminishing nebulae on: February 10, 2008, 01:47:25 AM
Somebody need an emergency truce? muhahaha
64  General Talk / General Discussion / Re: Exploration feedback on: February 09, 2008, 01:45:23 PM
Well America spends more on Gum than on Books, so I'm not surprised...

Ok - hall of fame quote.
65  General Talk / General Discussion / Re: Self nebula fix, please comment on: February 09, 2008, 08:26:47 AM
The diminishing returns may generate lots of bugs and may also take a lot of time to code / test.

Emi -

Your proposed fix changes how ships function, it changes attack and defensive strategies.

Id rather handle some bugs and a delay for the right fix than get something that alters the game so dramatically.
66  General Talk / General Discussion / Re: Self nebula fix, please comment on: February 09, 2008, 05:55:38 AM
Fleet marines shouldnt be counted as assest as selfnebbers/buddy nebbers dont use marines they would even get rewarded for not using them because of cheaper nebula's

Your thinking backwards FTP. 

If marines arent counted as assets, then you can stack up the marines to lower you apparent net worth - spending credits that disappear from your balance sheet, thus making it cheaper to enter neb. 

If marines are counted, then your net worth stays the same, your converting credits into marines - so your thinking is in reverse.
67  Feedback Terminal / Suggestions / Re: a daft idea on: February 07, 2008, 08:53:22 AM
Ok AFB - looks like you got it all covered, nice idea.

68  General Talk / General Discussion / Re: Self nebula fix, please comment on: February 07, 2008, 04:04:38 AM
I don't think you can alter the Neb mechanic so its effective on SO Main and SO Wars at the same time.

I agree - two different solututions are required due to the potential frequency of attacks.
69  General Talk / General Discussion / Re: Self nebula fix, please comment on: February 07, 2008, 02:38:04 AM
I like the diminishing returns - how about you lose all interest + worker growth while in a nebula? That way you lose a lot of you stay in a nebula a ton of time, and also puts another incentive on putting someone else in a neb (PvP) :-)

This sounds like a good idea, we could stop interest / growth while in nebula whitout affecting the defender too much... in the short term.

This was another idea that we spoke about on the forums - I think this might not be too bad for SOMAIN? (for WARS, simply use diminishing returns please)- you would need to add in a button that would allow a player to "Return from the Nebula" (cancel neb).
70  Feedback Terminal / Suggestions / Re: a daft idea on: February 06, 2008, 02:43:24 PM
But is your idea to have it exclusivly on ACE ships?

Makes better sense for it to be used by both sides if its a race to collect it, otherwise the ACE guys are at a disadvantage ?
71  Feedback Terminal / Suggestions / Re: a daft idea on: February 06, 2008, 01:53:54 PM
Nice idea -

Two alliances, alliance shared resources and victory conditions based on collecting material and through PvP action - pretty solid concept.

Maybe I read it wrong, but looks like the material (PUC) is only required to be carried on the ACE ships?  Makes more sense for all ship building to require it, so when you build ships you deplete the material thats stored. 

Also, you could have it being recovered from salvage after a successful attack rather than being required to capture the ships - means its a unit of success from any attack - less random.
72  General Talk / General Discussion / Re: fed up on: February 06, 2008, 01:38:33 PM
Things really need to go on a test server - if players dont test it and give feedback, and it screws up, they can only blame themselves.
73  General Talk / General Discussion / Re: Exploration feedback on: February 06, 2008, 01:33:07 PM
Its impossible to test stuff without having players available to test it.  Test servers tend to be overlooked - I know Ive got no interest playing on a test server (sorry Emi >< )

On the other hand, if updates are added to the test server and no-one tests it, then players can only blame themsleves.  Rather than blaming the poor guy who did all the work in the hope of improving everyones game experience.
74  General Talk / General Discussion / Re: Self nebula fix, please comment on: February 06, 2008, 01:18:58 PM
For SOMAIN - I think maybe if you used cash costs, but lowered the amount of the cost to say 5% rather than 20% it might work - 5% of your total value each day might be enough?  Maybe 10%?

If the total was lower than 20%, then something like Phsips could be used - lower cost expendable ships at the front of your fleets to take the hit - maybe swarmers would become more popular - they are a bit more expensive than Pships - but also provide a lot of attack power.  Personally I think swarmers are far superior - they actually provide real protection from an attack - not just a sure loss and entry to neb.

By the way, Im strictly talking about SOMAIN - the best proposal for WARS so far is diminishing returns, unless someone has a new and brilliant idea - then its the only way to go.
75  Space Odyssey Info Terminal / Add-on projects in progress / Re: SO WARS PvP improvement on: February 06, 2008, 09:43:21 AM
Cash is the main one - PvP is so damned expensive - and having that cash come from salvage rather than taking it from the target is a very good idea.

I think losses from PvP are too high - and the rewards arent yet inline with the risks.  Currently too many segs are destroyed - your not PvP'ing for reward - the main motivation is to damage the defender.  You do three times as much harm as you get reward (purely from a segs point of view). 

Its not unusual for me to pass up a PvP target purely because I dont want to deal that kind of damage to them - Im talking guys in the middle ground with 2 to 5 million segs - I want them to grow, and attacks are so punitive that I fear they'll lose motivation to play if I hit them.

More rewards that dont come from the defender is a very good idea.

So, maybe this salvage idea can be exapanded a lot, take away some of the hurt to the victim (lower segs losses etc), and create some rewards for the attacker.

I still really like the idea of removing segs destruction from SOWARS - its uneccessary pain for the defender, and the attacker doesnt get any benefit from those lost segs.

I guess on my PvP incentives post I was trying to point in that direction.  You still want to have some hurt for the defender - but having better rewards for the attacker (that arent taken from the defender) seems to be an excellent way to promote combat.

Hmm - Ill post some more idea's on my PvP incentives list.
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