Asteroid shields
What about a construction that drops max cap on your planet? E.g. 20% of your constructions this mean max cap is dropped by 2% (4%?). A cap of say 25%-50% would be introduced.
Just throwing the idea out there whilst on the train :) |
Re: Asteroid shields
Depends on the quality of the stats...
If the stats are good attacking ones then it is worthwhile However if the stats are defensive as R43 then I would say its a no go zone. |
Re: Asteroid shields
It sounds like a cool Idea. You prolly would want to make it so 20%(max) would be about -50% cap. So instead of capping 25% you'd only cap 13% of what ever. It would definatlly make people chose between those and Fc's.
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Re: Asteroid shields
I'm not sure this will have any effect other than slowing the game down.
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Re: Asteroid shields
We need more roids in play, not less.
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Re: Asteroid shields
and more targets with that.. which brings us to sweet "let-everyone-have-more-than-one-planet-in-one-round" :D
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Re: Asteroid shields
Better put you efford in making advertisement on facebook or google+ or whatever, so you get more ppl 2 play planetarion. Its free advert if you do it properly, dont make the game even more boring with those new adjustments 2 game.
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Re: Asteroid shields
Akin to the holoroids of old, they went down like a lead balloon and were scrapped either in beta or in R1, too damned long ago to remember.
We already have cap limits based on value/score to prevent horrendous noob bashing lets leave it the way it is. |
Re: Asteroid shields
Holoroids were scrapped after round one.
Anyway I think this is a terrible idea. It is already hard enough to take roids from the top players.... this just makes it harder. We need more roid transfer (aka capping) not less. |
Re: Asteroid shields
I don't think top players would bother with these things, to be honest. If you never get roided in the first place, why care how much attackers cap?
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Re: Asteroid shields
In exchange for up to 30 FCs or mines? I don't think I even need to.
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Re: Asteroid shields
Naw, it would be in exchange of amps, dists, or factories. FCs you max at 60, and refineries stop being profitable to build in the latter 1/3 of the round typically. A couple of these would make a big difference when you have a large number of roids, which is also typically late in the round. Also just a couple of these early in the round could make it a lot harder for people to steal roids off of you and perhaps lower your incomming as people look for easier targets. This game more things in it that encourage attacking strategies, not things that encourage fortress strategies.
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Re: Asteroid shields
Yeh i mean top players get roided not for 'the cap' but for the fact of taking away some of the roids and giving smaller people in the lolwaves on them large xp gains helping boost an alliances score. As Light says i doubt anyone is going to care about a small percentage drop in roids capped aslong as you are capping them - invariably in this game now planets get bashed by teams of 4-5 planets and the cap is lowered anyway so it would be no different
Plus it kind of creates a neagitive roiding atmosphere if you want the game to be more attack based then you want it to be easier for planets to be roided. Maybe making galaxy eta 6 instead of 5 would help that a bit and push more reliance onto galaxy activity and alliances and away from lazy cross deffing |
Re: Asteroid shields
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Maxi |
Re: Asteroid shields
Yep, agree with increasing eta by 1 for gal def.
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Re: Asteroid shields
increase galdef eta to 6 and make the def able to def for 2 ticks in a row :P ?
sounds like a fun plan and helps against lolwaves a bit more :P + it could be even more fun as its ST round |
Re: Asteroid shields
Gal def eta 6 would be ok if 2 ticks def, else its retarded.
And then no reason to make gals just make one big gal where everyone can attack eachother. ^^ |
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