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31  Feedback Terminal / Suggestions / Re: Demolition Derby. on: November 06, 2007, 01:00:24 AM
a cost limit is okay, but i still think power limit show the ability to design below a certain power level. my thing is eventually price/ cost wont be a problem. where as a limit requirement will be constant.
32  Space Odyssey Caffe / Whatever / Re: Futbol post (or soccer as Americans call it.) on: November 06, 2007, 12:56:12 AM
really, sweet. i didnt have time to watch it.
33  Feedback Terminal / Suggestions / Re: Demolition Derby. on: November 05, 2007, 04:47:43 AM
well idk about the reward either. its just haveing something to look foreward to and improve on, a new challenge.

id like to have a min and max power limit.
34  Feedback Terminal / Suggestions / Re: Demolition Derby. on: November 04, 2007, 01:06:11 PM
well, im interested. it it adds another thing to look forward to.

i think there should be a minimum amount of ships per fleet to prevent the use of supers. supers are good for missions, swarmers/ kami's are good for attacking, and gunboats(which are pretty cool to design and can vary from person to person) could be the perferred ship for this mothly or weekly Derby. I really insist on gunboats because there are many ways you can build them, and a i also insist on a a max power limit, so that defence will have a fair chance against hp and attack, since hp and attack give more power then defence.

finally it could cost like 10-what ever bill (max power limit scales with entrance fee) and there could be multiple winners, the reward money could be based on the price of ships killed. you kill 100Bill worth of ships you get 50Bill, but you might have lost 75 bill worth of ship that rewards would be only for the top semi finalists and finalists . each one getting more than the other since obviusly 3rd place killed more than 4th place(unless 3rd place had a more expensive fleet to fight so the reward would also scale to ships killed.) then the actuall winner could get 75-100% of ships killed and 50% -75% of the entrace fee.(emi gets to make a lil profit too). ohh, and then to recieve a report you add 10% more to the entrance fee to higher an agent to record what happens(it would just be an option like.. higher agent to make reports or join with out reports. ) or not and just give them out for free.

i really like this idea, and would love to see it implemented. since there is no dooms day on the war sever, ours could be like a test of designing skills.
35  Space Odyssey Info Terminal / F.A.Q. / Re: is"ent on: November 04, 2007, 04:39:00 AM
it is about attacking, but stategically attacking ppl so you can still grow ing power and be the best ;)
36  Space Odyssey Caffe / Whatever / Re: Futbol post (or soccer as Americans call it.) on: November 04, 2007, 04:36:57 AM
 wow wow wow wow i would say arsenal would win, but they dont have my favorite player anymore.  14 so idk.
arsenal's still got other good player tho so id say arsenal
my favorite player is Thierry Henry and he players for Barcelona now. GAHHH.
37  Feedback Terminal / Suggestions / Re: Demolition Derby. on: November 04, 2007, 04:26:37 AM
kinda all over the place, my post might not make much sence...

hmm, 1 fleet 5-10 ships sounds good. and reserved untill the contest is over is a definate.  it might require a diffrent script to run the llittle game/contest but maybe have it so that there is a max FP your cant pass(allowing an even chance for most players.) the new script would be for the attacking part, which could be pretty cool. the recommended fleet type would be a gun boat. high attack, medium hp, and good amount of defence. (this would allow for ship diversity) there would be several rounds. it starts off with player1 and his 5 ships against player2 and his 10 ships. player1 attacks kills 3 ships and player2 attacks and kills nothing. they continue untill at that rate until player2's fleet is completely destroyed.player1 and his left over ships(lets say he has 4 ships left) continue to the next round where he will fight the winner of another round(player4) they fight player 4 has 3/7 ships left and player 1 has 4/5 ships left player1 attacks kills 2 of player4's ships and player4 kills 4/5 of player1's ships. player 4 continues to the next round where he faces the winner of another round (player 5) player 5 has 1 ship left and player 4 has 1 ship left player4 attacks kills nothing and player 5 attacks and kills nothing they attack again, and again untill one of both loses tthier armada. so its basically an elimination game, where your fleet attacks multiple times, that has several rounds. preliminary's, semifinals, and finals. the best part is there are several ways to win you could have a high defence preventing your fleet from taking more damage, high attack and try to finish ppl quickly, or high attack, and hope its high enough. 5-10 fleets would reduce kami ships. this would also test our ability to design ships since its a fight to the death.
38  Space Odyssey Info Terminal / Add-on projects in progress / Re: Encryption missions multiplier on: November 03, 2007, 05:35:35 PM
ahh, i think SO Wars should be a game of skill where spending the longest time at the keyboard helps


also will the fleet cost calculator be able to reduce the x10 segment reward? or will you automatically get 500segs
39  Space Odyssey Info Terminal / Add-on projects in progress / Re: Encryption missions multiplier on: November 01, 2007, 10:52:03 PM
by making them 10times or even 100 times rarer you make people have to use the multiplyer...  one way to pass a player is to play efficiently while they waste 9 xtra turns per mission. i say limit turn item to a max of 45 turns x 10=as much as a BH or dont do any thing to items at all, meaning you did one mission but 10 times so you get 1 item. that way while you get segs faster you miss out on items giving people another way to (legally) gain power a little faster than others.
40  Space Odyssey Info Terminal / Add-on projects in progress / Re: Encryption missions multiplier on: November 01, 2007, 12:44:30 AM
i think limit them, that way if people are dedicated and have spare time out of their day to play more than the average player, they gain an advantage over people. limit them to the max of a BH when you use the multiplier. its only fair, if you try harder/ work off harder, you gain a lil more.
41  Space Odyssey Info Terminal / Add-on projects in progress / Re: Encryption missions multiplier on: October 31, 2007, 01:15:06 AM
getting turns as a reward is the unconstant variable that makes it possible to catch the top ten or any player. With the new setup youll use Turns even faster so i say keep them as they are, but limit the item ones because that may end up being a problem to maybe... 10x 45=450 as much as a BH and keep BH's as they are. also you guys are forgetting that you might now be able to accomplish a x10 mission, so you might not get 10X that item just lose 91 turns and what ever turns you spent to go to that mission.
42  Space Odyssey Info Terminal / Add-on projects in progress / Re: Encryption missions multiplier on: October 29, 2007, 09:26:38 PM
woo!! thanks
43  Feedback Terminal / Suggestions / Re: Turns, mission grinding, time, blah dee blah... on: October 28, 2007, 04:05:52 PM
event respawn is good the way it is, missions however are not.
44  Feedback Terminal / Suggestions / Re: Mission Grinding - SO WARS on: October 28, 2007, 06:46:56 AM
o how its been done... Nicholas D. wolfwood got his ships returned to him with 20 votes and 9 in favor of getting his ships back... 3 or so rounds ago. im pretty sure the out come of the missin scale was more succesful then that. i hope it get implemented soon, cause missions are really boring.
45  Feedback Terminal / Suggestions / Re: Turns, mission grinding, time, blah dee blah... on: October 28, 2007, 06:39:47 AM
second.
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