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16  Space Odyssey Caffe / Game Room / Re: Roman Numeral Game on: February 17, 2010, 08:26:52 AM
XXV
17  Feedback Terminal / Suggestions / Re: not really a suggestion, more like a problem on: February 17, 2010, 08:24:18 AM
how about ALWAYS auto-intel everything on WARS (stations, mining facilities, planets, commanders)

(no 24 hour window, we could just have people chasing each other around all day)

then no one can hide anything, they just have to learn to fight (and defend) if they want to survive
18  Space Odyssey Info Terminal / Updates / Re: SO Main - New Round Updates 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
19  Feedback Terminal / "Bugs" and Problems / Re: Wars Bug on: January 29, 2010, 09:30:31 AM
i know you SHOULD.  i am just saying you can do that in the meantime so you don't get too far behind.
20  Feedback Terminal / Suggestions / Re: PvP incentive vs Evenly Matched Commanders on: January 29, 2010, 09:23:22 AM
fair enough, i concede about the stations

i like some of the other ideas that are being put into place better

thanks for letting me brainstorm
21  Feedback Terminal / Suggestions / Re: planets 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.
22  Feedback Terminal / Suggestions / Re: PvP incentive vs Evenly Matched Commanders on: January 25, 2010, 12:31:01 PM
Yes, everyone having a station to start with would also give the vets a huge boost.  But it would also help any new person to the game get the chance to enjoy the full range of the game before he decides to quit.  Since everyone gets it there is no unfair advantage, the vets will just max out 5 days sooner, thats all.  but in the meantime there are more people who are able to do encounters and build planets, and thus get better and better at the game.
23  Space Odyssey Info Terminal / Updates / Re: SO Main - solution for extreme powering up / down on: January 25, 2010, 11:39:49 AM
i think the two combined updates will make for a great long term improvement for the game
24  Feedback Terminal / "Bugs" and Problems / Re: Wars Bug on: January 25, 2010, 11:32:04 AM
you will see larger encounters once your wealth power is higher
25  Feedback Terminal / Suggestions / Re: PvP Incentives 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.
26  Feedback Terminal / Suggestions / Re: PvP incentive vs Evenly Matched Commanders on: January 20, 2010, 04:43:10 PM
how about everyone starts with Level 1 Station and Level 1 Mining Facility then

i think the hard part for new players at the beginning is getting the CP needed to research those.  This way all we have to is teach new players to clear reavers, mine and build.

we can still start with the 500.000 credits.
27  Space Odyssey Info Terminal / Updates / Re: SO Main - Selling fleets cost update on: January 20, 2010, 04:39:12 PM
Thanks for the update, I think this will help.
28  Feedback Terminal / Suggestions / Re: Covert ops attack on: January 20, 2010, 04:37:30 PM
I would love to use that right now!
29  Feedback Terminal / Suggestions / Re: PvP incentive vs Evenly Matched Commanders on: January 19, 2010, 09:58:43 AM
Good point on the Gold Transports, how about for every 1000 FP destroyed in all missions 1 Credit is added to the JackPot?

If everyone could do encounters, aliens and build stations right at the beginning, there would be less encounters, aliens and good station locations for the better players.  Wouldn't this make it more of a challenge to get ahead with everyone doing some PvP against you?  I see nothing wrong with the good PvP players getting ahead, I think that is what we are aiming for.
30  Feedback Terminal / Suggestions / Re: PvP Incentives 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.
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