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Unread 21 Sep 2010, 13:19   #64
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Re: Planetarion Redesign

Quote:
Originally Posted by Ave View Post
Salvage based on your losses (u get x% back of your stolen/broken ships) <- DoM style (battles accure)
I explained above that salvage does not encourage lands when its balanced properly, it just helps new players rebuild losses when they get pwned.
A % based thats high, only makes attacking much harder. A % based thats lower, makes defending harder and screws people over.

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XP to encourage those landings and when XP is turned as goods, u can rebuild the value loss along with the roids stolen. <- PA style (battles will accure)
but what would this do? If the XP to resource ratio is low, then its useless. If its high, then its just another form of salvage and complicates an already wtf XP system.

You're also making it extremly hard to defend against XP landings, if the attackers get salvage + XP + XP salvage. In some cases, they could get over 100% of their entire fleet value if the XP:Resource ratio is high. You're just creating a field of problems and not really addressing the issue that value play > XP play (and it should actually be value > XP in a game where you need value to do anything).

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Fleet morals to distract the value based playing, so it is costy to send just safe lands. <- SpM style (battles accure)
and what would fleet moral do?

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Also we can consider the cap % higher and mining % higher from stolen and owned roids to make it faster to rebuild fleet losses. Also it will still put importance to defence as you can grow fast for owning good amount of roids. In short when having roids is really profitable, it will encourage to land on those.
So, further complicating the resource system for little gain. Having roids is already profitable and is the main determining factor when deciding to land. If the roids payoff within 2-3days, then its considered an ok land. The only way to encourage more crashing, is to higher the resource rate of asteroids so that they pay off quicker but then you're going to have the consequence of the top players running away from the pack extremly early in the game.
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