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Unread 21 Sep 2010, 23:57   #67
Ave
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Re: Planetarion Redesign

Quote:
Originally Posted by Light View Post
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.



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).



and what would fleet moral do?



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.
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.

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.

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.

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.

We got the mining research systems to prevent too fast growth. If it happens, it will happen later in the round, when you got time to finnish researches and its also ok to find a worhy winner during the time. Remember all these suggestions above also courage and might also enforce to hitting the players on top. So this should help keep the game balanced, if it doesnt happen, the right people are most likely winning and deserving it aswell.


In short to this whole thread topics:
Basicly I am supporting any solutions to enforce/direct the players to not mess politics, to avoid noob roiding and perhaps getting some goods from helping/keeping the community alive. Also the old school people that most of the playerbase are, need some fresh challences tactical wise, if it is a different techtree, new population system that made a difference or what ever moons the solution might be, its good. Why not market the game as a challence to pro's if they dare to step in to the world of veterans, that PA as a game allready represents.

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.

pps. by adding guides, focusing on minor user friendly issues, perhaps keep it bit logical aswell, complecity doesnt nessesary make it bad for a new joiner, more of an interesting factor.
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