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Unread 20 Aug 2010, 12:44   #12
Kjeldoran
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Re: The Problem with Eonium

Quote:
Originally Posted by Light View Post
Im a fan of bringing meaning back into the resources, as at the moment.. there might as well only be 1 resource type rather than 3.

I was thinking more along the lines of brining back eonium fuel costs (and deleting eonium required to build ships) and make them on a exponential scale. So that, it costs hardly anything to launch small fleets but as your fleets get bigger, the cost gets bigger.

It would provide some form of strategy due to everyone having a large stockpile of eonium at the start (and middle of the round if they arnt doing awesome). Each planet would have to figure out if it would be worth getting the shortterm gain by trading in there eonium stockpiles to build more ships but could prove costly in the longterm where they will be forced to manage there fleets better.
It wouldnt affect new players, casual players or players doing badly as they would never reach the point where it costs too much eonium to launch there fleets (especially as they wont be 3fleeting 24/7).

The devil is in the detail though and would take some working out to figure out the exact costs for eonium fuel to make it so that it didnt turn out too expensive for top planets to launch there fleets most of the time end of round and not too cheap that it doesnt effect anything.
Perhaps create some sort of Worldwide Eonium bank with plenty amounts of Eonium but with flexible prices depending on politics and such. Kind of like the stock market ... IF alot of players buy Eonium, demand increases hence prices go up. If alot of people sell, the opposite happens.

This way, there is another level of strategy both on player as alliance level in PA. E.g. let alliances build Eonium reserves (planets donate resources used to buy the fuel) and alliances can that way 'manipulate' the fuel prices etc ...

I don't know, just a suggestion aye. Adds an extra dimension to the game.
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