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Unread 22 Sep 2010, 14:28   #70
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Re: Planetarion Redesign

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Originally Posted by Ave View Post
Landing for roids is cheaper with salvage included, so it does courage the continuous battles and might allow you to also land a few if the prize is tempting enough, regardless u might get owned cause of it the next day.
The cheaper you make it to land for roids, the harder it becomes to defend. As this game is centred about defending each other, you cant just make defending extremly hard to do.

Salvage doesnt encourage any battles, as it will still be the same thing. If attackers get 20% salvage, defenders wont just cover it till theirs 200k+ value on the attacking side due to salvage.. they will defend it until the attacker is in the minus value.

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XP system is very easy, it courages you to attack bigger/leading players/alliances keeping the game competetive thrue the whole round. It should be bonus big enough to consider attacking a player above you between picking up the safer landing from below you. Everyone are able to find targets for what u call XP land, apart from the ones sitting on top, for them every attack again is basicly value land, which should fit them just fine. They dont need massive jumps to catch up, they want their fleet heavy to stay there on top.
but no experienced or active player decides targets based on XP (unless a late signup). Targets are decided on roidgain and chance of success, mainly as XP is a useless score and doesnt add anything but score.

Its also extremly beneficial even with XP to just noob pod people, as consistently getting 75 roids a night will provide you with a top50 planet (top10 maybe).

XP also encourages people to crash their fleet, which is extremly the wrong thing to do. Planetarion is played through value, you should not crash your value under any circumstances unless its the end off the round and the XP payoff is good.

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The fleet moral would work pretty much the same way, couraging people to keep their morals high and not reduce it by attacking players below you. So you got lets say 100% fleet moral for starters, it decreases from targeting players below your limits and stays from targeting players above you/on your equal range. The lost moral would be needed to buy back before it gets critical and damages your own fleets. Might not be the fanciest and most imaginary way to sort battle, but it sure do work.
Thats just creating a whole world of balancing problems and introducing a more complicated system which doesnt really add much other than an extended bash system.

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Balancing all these suggestions above might be harder, but its been succesfully done in competing clones, so I am sure we (read: you) can do it aswell.
Its a question of weither they're viable in PA, as PA has a highly evolved meta-game where everything has been analysised and the best strategys are now what we play with. We dont get any battles, simply as value > *. Introducing more score mechanics doesnt really help or it fundementally changes the way PA is which alot of the PA community would dislike.

I dont think hardly any one wants to make PA XP based rather than value based by buffed XP by the amount required to do any good.



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ps. allow scans for every account as a basic option true moons for example, takes away the need for scanners playing for the rest and they can actually use their skills to make the game more competetive. Thrue moons system we can create a whole new world with cov-ops. scans and what ever is slacking now, without killing the current working consepts. With a moon I am talking about a "second account" linked to your main one, that allow to produce scans, block them. collect money thrue cov-ops or collect intel, or what ever we come up with, all this to help your main planet grow/survive.
or you just give people basic scans at the start of the game, then allow players to research better scans later. No need for creating new accounts.
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