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Temos pavadinimas: Homeworld Builders (Paprasta tema)

Autorius: Naltsa Abe

Tema pradėta: 14:13:45 2006 10 26

Pranešimai: 42 Paskutinis pranešimas: 08:46:32 2006 10 29. Autorius zype

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Naltsa Abe Paskelbta: 14:13:45 2006 10 26

Pranešimai: 1600

Temos: 236

Valstybė: United Kingdom

Lytis: Vyras



It has come to a point in SL where there are many players with more than one homeworld, some with 20+

Then there are the medium strength players with more homeworlds than one, this is creating a power gap that i fear by the time a newb crosses the vaccum will have only gotta bigger, therefore i am petitioning for 3 things

1. This is a perminate change one which i believe will help keep the amount of homeworlds down a bit, although since there is no gauentree in this working it will still make a homeworld charge risky

A % chance of KEEPING your assault after an unsuccessful attack, such things should be as follows

for each 10exp the chance of keeping goes up 1% so a 200exp ship will have an extra chance of being kept of at least 20%

The basic rate should not be decided by me but i also believe that this should be affected by size, with smaller ships having a slingthly lower chance of surviving, this being due to the fact that i believe if this were like a real defence a smaller ship while faster would not be able to stand up to much attacking from the troops on the planet

2. This is a Temporary change one that will need to be reduced as and when the number of homeworlds in the galaxy drops

1 million assaults

While this will favour the larger players at first it will inevitably lead to smaller homeworlds of many homeworld players being merged due to the fact that the assault power has doubled

3. This is another perminate change but one i believe will not only greatly strengthen newbs but also make assault training alot cheaper, but still not too cheap

Upgradable ships, basically this is simply increasing the volume of say a 50k 50exp ship to that of 500k 50exp ship, upgrading in this way should greatly help newbs who instead of having to collect 500k iron to build there first ship, will only have to collect say 300k iron to upgrade from a 200k to a 500k assault, this i believe will increase the number of assaults and therefore act as to neutralise the increase in assault price the first change would induce.


In the end i hope that people will not read this and think about it as a player complaining but more as a player looking at the greater good of the game, and not himself, before you argue either way please think about this, would you join this game now if you knew of the extream power differnece, making a galaxy in which competition to stay alive is real and not only before your first 60 mil homeworld, would i believe greatly improve the ratings and numbers of players in this game

If you can think of a better way then please feel free to post, i have thought of these, and have posted them here due to the fact that this does not require support, it requires players to state opinions




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Naltsa Abe, The one, the only, the craziest welshman in the game!

You may have the troops and the assaults to go with them, but always remember....

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Naltsa Abe Paskelbta: 14:35:59 2006 10 26

Pranešimai: 1600

Temos: 236

Valstybė: United Kingdom

Lytis: Vyras



Unfortinatly i have just been reminded of a few things which would make the above work, but only against smaller players, the new problem would be flying space stations again

This is one that i did not consider and unfortinatly i cannot think of a quick way or an easy way to solve, the only thing i can think of is limiting assaults and traders to prevent them being used as storage for offworld activities, even then the rampant attacking i was hoping the above changes would endue, could only be temporary as if there is a limit on assaults you would have to have a clan, which you have to now, but you would have to actually, retrain new ships as soon as possible

tbh the only other thing i can think of is an upkeep cost, one linked to a single planet, for larger ships, e.g. paying the crew, this may solve it but i need alot more thought in the matter before i fully suggest it


There is one other thing that would be done, and that would be lowering the limit of troops and energy on the planet but even then how many homeworlds are only at 60 million




__________________________
Naltsa Abe, The one, the only, the craziest welshman in the game!

You may have the troops and the assaults to go with them, but always remember....

I have crashed the server!!!

interiority Paskelbta: 14:43:15 2006 10 26

Pranešimai: 1238

Temos: 152

Valstybė: Ireland

Lytis: Vyras



ok so you've given plenty of solutions, and counter solutions...

...but remind me, what is the problem again?




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Bert2 Paskelbta: 15:15:42 2006 10 26

Pranešimai: 2477

Temos: 101

Valstybė: United States

Lytis: Vyras



No, newbs will always be at a disadvantage, How they lose that disadvantage is to stick around learn the game and join a clan where other will help them. Larger assaults will put more hurt on the smaller new guys as the ships are expensive and there is lees fear of retribution from attacking the weak. :shrug:

If we could get the recycler building up it would help as new guys could actually sell their ships for near full costs and some of us vets would more than help out with this...

There is no easy way to solve the hw issue :shrug: either we encourage HW's or we go to where it is prohibitive to even have a HW..... Eventually there will be more attacks as teh HW's max out and the true carnage begins....




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Midnight Striker Paskelbta: 15:52:32 2006 10 26

Pranešimai: 301

Temos: 29

Valstybė: United States



well put bert still think there should be a limit on planets with buildings say like 10 planets can have them
1 planet to level 4
2planets to level 3
3planet to level 2
4 planet to level 1

also a fix that you can only have 10planet with over 15mill def




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Teldin Paskelbta: 16:09:47 2006 10 26

Pranešimai: 960

Temos: 75

Valstybė: United States

Lytis: Vyras



I like Abe's idea about upgradeable ships. This is a good solution designed directly to help new players. I also like MS's idea to limit the number of players' planets that have max buildings.




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Moiare Paskelbta: 16:16:02 2006 10 26

Pranešimai: 135

Temos: 6

Valstybė: United States

Lytis: Vyras



I have to wonder if the number of HW's is of any real concern, as once you have 2, the chance of defeat is very low. Also a vet with many HW's would be far more willing to help a new player out than if you were restricted to just a couple of HW's. (yes, I have given a HW to a newbie)

Now if you really want to limit how many HW's a player has, limit the total shields that can be used by planets. (a grace period would be nice for the beginning of a round when all you're planets get +1 shield due to additional production point.)

For example, make the limit at 80 shields for all planets. This would give a player some options, as they could have:
2 HW's at x30 and 1 at x20
4 HW's at x20
or any other combination that adds up to 80.

Personally, I don't think there is a HW problem, as having vets with 10 or 20 HW's doesn't add any risk to new players. Looking at it from a Sci-Fi kind of view, if you have an existing galaxy, there are bound to be races that are just emerging amoungst huge empires. You make friends and survive, or be eaten.




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TallDude3rd Paskelbta: 16:19:43 2006 10 26

Pranešimai: 1850

Temos: 37

Valstybė: Netherlands

Lytis: Vyras



As soon as you limit power, the power will go to the borders... Than you get the crossing border-people... The only way to balance the game is to make a bigger deal outtof winning a round.... If you don;t want to win a round (or a round in the future), why safe up for troops, or why is he/she a hazard?




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Filas Paskelbta: 16:29:55 2006 10 26

Pranešimai: 2042

Temos: 148

Valstybė: Lithuania



If you would add sometinhg new trying to reduce amount of HWs this change will surely make a lot of unexpected problems. The best way is just to regulate current changes. What makes people to have many HWs?
1. Gathering buildings. Level 4 buildings let me have a planet which can produce like 60 or more production points - it is huge amount of res and until we have such buildings, we'll have a lot of HWs and also big disadvantages to new players, as they can use buildings only when have big defence.
2. Interest. The more 1mln res planets you have, the more you gain. So this is also helps in growing amount of HWs.

So the best way to fix this is to get rid of these problems.
1. Buildings are producing way too much, so I'd suggest to limit production buildings level to 2 or even 1 (maybe shiled buildings also could be reduced to level 2, this would lower planet defences).
2. We could get rid of interest, but this would result in HWs without non def res, so I'd better prefer lowering interest from 1% to 0.1%, but raise res limit from 1mln to 10mln - this would lower income from interest, unless you'll keep 10mln of each res on (but this will surely make the planet very attractive target).

and if someone is afraid of too many floating HWs, I could suggest one more change which would make HWs favourable and many players would have HWs. It would be no limits for amount of turrets built on the planet (or big limit, like 1000). Such way you would be able to build really strong citadel, so some HWs would be quite safe (of course it would be very expensive).




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Ragnorak Paskelbta: 16:41:39 2006 10 26

Pranešimai: 867

Temos: 83

Valstybė: United States

Lytis: Vyras



it would also be nice to repair ships such as a transport that has 25k defense because it was attacked by a fighter ship.

i like the idea of upgradable ships but it wasn't clear who could upgrade because vets usually have more resources so they could upgrade all their ships easily.( i skimmed through it)




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interiority Paskelbta: 16:46:02 2006 10 26

Pranešimai: 1238

Temos: 152

Valstybė: Ireland

Lytis: Vyras



still unsure of what the problem is ;)

but as per usual Filas has come up with a nice idea. number 2 there would be awesome!

number 1 is also well woth consideration, though I would suggest instead of getting rid of levels 3 and 4, to change them so each level gives 1 pp (so level 4 will give 4 pp instead of the current 10)

and though an interesting idea as it would use up lots of excess res, I dont like the idea of having to build and attack with over 2000 fighters just to take out turrets on a HW.




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