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ReaperOfSoulsPaskelbta: 22:41:46 2020 05 20

Pranešimai: 251

Temos: 13

Valstybė: United States

Lytis: Vyras



1/3
While I love the fact that you're looking ways to improve the game on such a fundamental scale, I don't think segmenting the already small population of players into even smaller dedicated classes will allow for the co-op strategy it seems you're aiming to create. I think the players who are still around have had their fair share of attacking, gathering, scouting, trading, etc, so much so that it may be best to maintain a dynamic style of play but to encourage player to player interaction in other ways. We can even expand upon dead content we already have to facilitate this. For instance, we have the Morale mechanic. Let's say we expanded this mechanic to being a cumulation of a few specialized traits that overall provide a small benefit to all traits while also providing an increased specialized benefit to the individual traits that comprised the total Morale score based on player to player interaction. To other players, the Morale stat would only be visible as a total calculation of all the underlying traits without the individual specialties being visible to promote unique strategies. To the individual, the Morale stat would be broken down into Warrior, Pirate, Trader, etc. You could balance the Morale gain and specialized trait gain for each trait based on the ease of performing those actions and the impact they have on player to player interaction. This allows players to achieve a more dynamic set of benefits from being active regardless of what they choose to do, while also encouraging player to player interaction of all different types. To see how this may play out, let's consider the goals of each of the above play styles and see how they can benefit based on their level of interaction with other players.




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Future SL Ruler
Reaper Of Souls
Reaper Of Souls2
ReaperOfSouls90
RosReborn


ReaperOfSoulsPaskelbta: 22:42:08 2020 05 20

Pranešimai: 251

Temos: 13

Valstybė: United States

Lytis: Vyras



2/3
Warrior: They're looking to destroy the enemy and loot the resources. The more player planets/ships and higher defenses they capture/destroy would increase their Warrior stat and as such, their Morale. Having an increased Morale score would provide a base level benefit to this and all other traits (see individual traits for what the benefit would be) as well as increased production rates for the resource allocation on each planet. The higher Warrior stat would provide an even further increased damage buff to make those who are actively taking down homeworlds/production planets and ships be able to do so for cheaper.

Pirate: They're looking to steal the resources from enemy ships (and planets should you want to consider an expansion to the piracy mechanic). Being able to steal resources from a ship would come with an inefficiency cost based on your Piracy/Morale levels. For example enemy ship has 1,000,000 U. A player with no Piracy stat or Morale stat can only get 500k of it while the rest is lost from the enemy and them and sent floating away in space due to their inexperience. Pirating more resources (based on volume I suppose) from other players increases their Pirate stat and as such, their Morale. Having an increased Morale score would provide a base level benefit to this and all other traits (see individual traits for what the benefit would be) as well as increased production rates for the resource allocation on each planet. The higher Pirate stat would reduce the amount of resources lost in the piracy to both parties to make those who are actively pirating resources be able to be more efficient and gain more resources.

Trader: They're looking to buy/sell goods on the market and out in space. After eliminating the credit income from voting and reducing round rewards, trading on the market would be a greater source of credits for sellers and selling more goods to others would allow them to keep buying upgrades. Implementing a credit tax on both sides of the transaction would provide a credit sink making them even more valuable and encourage people to trade in space to avoid the tax all together (more player to player interaction and less player to server interaction). The more goods successfully bought or sold on the market the higher your Trader stat and, as such your Morale. Having an increased Morale score would provide a base level benefit to this and all other traits (see individual traits for what the benefit would be) as well as increased production rates for the resource allocation on each planet. The higher Trader stat would decrease the tax you pay for the transaction making trades that take place conveniently in the market retain more value. Should people choose to avoid the market all together it's a net win as now they're interacting more in space opening them up to more risk and reward. They will still be required to go to the market to trade for/with credits should the person they're trading with not be in the same clan as them. This provides another win as it incentivizes team play (clanning).




__________________________
Previous Aliases:
JR Scovill
Future SL Ruler
Reaper Of Souls
Reaper Of Souls2
ReaperOfSouls90
RosReborn


ReaperOfSoulsPaskelbta: 22:42:22 2020 05 20

Pranešimai: 251

Temos: 13

Valstybė: United States

Lytis: Vyras



3/3
All of these changes would increase player to player interaction, revitalize dead content, and provide more incentives for general activity all together. Some would also solve other issues the game is currently facing such as credit saturation, a non existent market/economy, and the hundreds if not thousands of inactive homeworlds out there that just aren't worth capturing because of such high defenses and low resource return (re: planet piracy and reduced cost to capture). There would be a new metric/statistic to compete with others over or at least to be able to gauge the activity of players. It would also reduce the current penalization of those who choose not to be a "warrior" and instead like to play the market. This in turn promotes diversity in strategy and leads to a more interesting game. I would still love to be able to buy my assaults from the market though :).




__________________________
Previous Aliases:
JR Scovill
Future SL Ruler
Reaper Of Souls
Reaper Of Souls2
ReaperOfSouls90
RosReborn


shaphanPaskelbta: 05:56:49 2020 05 21

Pranešimai: 516

Temos: 51

Valstybė: Azerbaijan Republic

Lytis: Vyras



put any major game changes to a player-wide vote, perhaps we could use some excess credits to buy one extra vote per player?




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FORTRANshadowPaskelbta: 10:36:33 2020 05 23

Pranešimai: 361

Temos: 17

Valstybė: United States

Lytis: Vyras



This has been discussed previously, but maybe it makes sense to create a new building type: hangar. It would have 2 functions.
1) Train whatever ship is docked in the hangar. I would expect this to take some large amount of time and be less efficient than training against ships/planets. I think it would drain planetary resources for the training.
2) Decommission ships. Dock a ship in the hangar, click the decommission button, and your planet gets some percentage of the resources originally required to build that ship or group of ships.


IiridaynPaskelbta: 22:55:20 2020 05 25

Pranešimai: 1590

Temos: 86

Valstybė: United States

Lytis: Vyras



@RoS - it sounds like you're not in favor of a rock-paper-scissors type mechanic. I think your numbers inflation suggestion by activity is interesting, but ultimately I feel it leans too heavily towards interacting with the server, possibly through repetitive actions. Some other suggestions stood out - piracy inefficiency, and market transaction fees leading to more in-space trading (and serving as an incidental credits sink).

@shaphan I'm testing the waters here before I put in too much more time - the reaction appears to be a negative one, so I might not put much more time into this idea. Any major gameplay changes would definitely be put to a player vote.

@FORTRANshadow decommissioning ships for res is an interesting idea, and possibly a "Flight Academy" or something for training ships... part of my concern there is justifying the consumption of T. Perhaps I could make it eat twice as much V as T otherwise consumed... That should keep the fundamental price the same, no?

Also, sorting ships by exp by most recent would still allow detecting training new ships, since training wouldn't show as easily in the news log.




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VicandiusPaskelbta: 17:16:26 2020 05 26

Pranešimai: 18

Temos: 4

Valstybė: Albania



Some potential to those- couple other suggestions-

Set buildings to only operate when the required defense to build is on planet- so lvl 2 buildings would only be active if planet has 30M defense.

I still like the idea I had tossed out couple years ago regarding bonuses for morale- could drop SP from considerations to make it more pvp bonus-

New more radical ideas that thought about today- dependent on code, but don't think difficult for main basis- get rid of the planet cap- get rid of purchasing planets- expand the drop universe from the 10k that you had reduced it to- make more planets- make probing upgrade cost more and make them probe ....shrug.... 3-4x the area---- eventually get rid of SP, make drops be single greens that are probe visible- can't leave a planet but can oblit- unless can't oblit but have shifting planetary locations as you've mentioned before- these get rid of training on SP- need to set a minimum experience gain from capturing a player planet to 1 though for good measure- hmmm, possible exploit there, but at 1xp at a time, would be tedious-

just some thoughts- but I do like the specializations idea to purchase for a month- need some mods to as you said, require a shift in the strategy of the game- nothing to really figure out as it is now.


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