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Unread 5 Aug 2005, 13:35   #16
Ultimate Newbie
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Location: Perth, Western Australia
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Re: Dynamic salvage - a way to retain players?

Quote:
Originally Posted by Appocomaster
I did with the first one - using score not value means that XP is taken into consideration. Extrapolating, this would mean that XP high races like cathaar (and Xan?) don't get more of a salvage benefit just because of their race. I feel it'd probably be more fair.
Well, that doesnt make sense. I was under the impression that Xan in particular, and Cathaar to a lesser extent, were the most brittle races in the universe. Thus, it would make sense that their ships die more often, to a much greater degree, and would thus warrant full salvage than, say, a Terran who should never ever loose their fleet as their ships are just massive lumps of armour. Indeed, if a terran looses their fleet, shouldnt they be punished for absolute stupidity instead? .

I think that a more valid argument for the use of score, would be that a new player has virtually all their score tied up in value - there is very little XP and thus a massive disparity between a new player (remember, we are trying to help new players, not scanners or XP wh0res [Even though my personal opinion is that XP wh0ring should be encouraged as it detracts from the conventional build-massive-fleet-and-trash-everyone-you-see type "old" pa "strategy"] ), thus, a calculation based on score is more likely to benefit those with the lowest score - ie those who dont know how to attack effectively.


Quote:
and you were saying how you didn't trust all us poms, not just me
I was just poking fun mate. everyone knows that aussies never trust poms .
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