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Unread 18 Nov 2014, 09:00   #1
ManiacMagic
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MoC ... and research

So first suggestion would be for MoC to have some power... a galaxy fleet (or 3x like a normal planet) ... galaxy m8ts can donate xx% of daily income in ship value to the galaxy defense, this would be cumulative I think. OR you could donate resources daily and the MoC could chose to build a certain race, not sure how this would work.

The fleets could be all stored and pretty much only used in def OR they could be split equally among the BASE fleet at each planet ... meaning it would be possible to lose some ships if your base fleet is set to fight.




Idea number two ... the tech tree is boring ... and its easy to be done with res half way through the round.

Lets make some longer researches at the end of each tree that increase game play variants...

IE once you finish cores you could have a very lengthy research that would give you 5% mining bonus for example.

Finish time travel and you could have a lengthy one that would give you a 4th fleet.

Finish scanning get a longer research that would increase your base amps by 30 ... or a certain % who knows.

Finish constructions get a bonus towards con points per tick. or get awarded some cons.

Basically some more 'end game' abilities.
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Unread 18 Nov 2014, 12:13   #2
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Re: MoC ... and research

More than one idea per thread is a bad idea. The idea that everyone agrees with will get overwhelmed by 3 pages of whining about the idea that people think suck.

MoC: rather than try desperately to find something for the MoC to do, we should consider if the MoC is a truly necessary part of PA. If it has no role, why not just remove it? The same goes for the MoW. You should not need 4 people to govern a galaxy of 11 anyway.

Tech tree: I disagree that it's boring, but I do agree that it's too short. Adding research is probably too much effort, but lengthening some or all of the existing researches would be fairly simple.
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Unread 18 Nov 2014, 17:31   #3
ManiacMagic
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Re: MoC ... and research

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Originally Posted by Mzyxptlk View Post
More than one idea per thread is a bad idea. The idea that everyone agrees with will get overwhelmed by 3 pages of whining about the idea that people think suck.

MoC: rather than try desperately to find something for the MoC to do, we should consider if the MoC is a truly necessary part of PA. If it has no role, why not just remove it? The same goes for the MoW. You should not need 4 people to govern a galaxy of 11 anyway.

Tech tree: I disagree that it's boring, but I do agree that it's too short. Adding research is probably too much effort, but lengthening some or all of the existing researches would be fairly simple.
i actually meant MoW

lengthening the res would just make a slow game slower (start wise) ... adding more ... well who knows it aintbeen done since as long as i can remember.
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Unread 25 Nov 2014, 20:17   #4
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Re: MoC ... and research

Why not turn the galaxy fund into a proper fund - to build galaxy ships - or extra things like amplifiers/dists that add to whatever you have yourself?
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Unread 26 Nov 2014, 02:19   #5
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Re: MoC ... and research

Anything new added is a good idea.
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Unread 26 Nov 2014, 04:28   #6
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Re: MoC ... and research

Those that remeber R2, remeber that we had a galaxy fleet.
They removed this for a reason, and unless the galaxy fleet is gonna have more slots than a normal planet i think its kind of meaningless, and if it was to have any meaning it would be in certain rounds where stats are so defensively that you can hardly land anything in a certain class.
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Unread 26 Nov 2014, 04:32   #7
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Re: MoC ... and research

"Spinner describing changes since R2
Well to be totally honest not a huge amount, but it has been made somewhat more polished than it was before. Gone are the useless GDF (Galactic Defence Force), and the not so useless MOD (Minister of Development). You can no longer see if people in other galaxies are logged in or not. Travel times have been tweaked again and are now a mixture of first round and second round travel times. We now have swanky new graphics, Planetarion is hosted on a new server and we also have a couple of other small tweaks to the game that are generally speaking nice touches.
GC and MOC have the same abilities as before, and now that the out of cluster travel time increase has been put back in the MOC's are going to be invaluable in helping the Cluster stand together as one.

With the loss of the MOD everyone in the galaxy now has the ability to donate resources to each other. This is a excellent idea no longer do we have to wait for the MOD to come online to action our trades, and we know for a fact that the resources we send are going where we want then to, not being embezzled by a crafty MOD.

You can no longer see if people in other galaxies are logged in or not. This is also a great idea and really makes you think about your attacks now instead of waiting till somebody logs off and gang banging them. Of course I'm sure you could still work out their playing patterns with a series of news scans to see when they launch their fleets, and then try and guess when they are offline. Another option is to try and bribe a member of the galaxy you want to attack and get them to give you information of people who are logged in, and when they log in but beware, they could always betray you. All in all the removal of the logged in indicator makes it much harder to plan a successful sneak attack, and in my opinion adds greatly to the tactical aspect of the game.

Planetarion has also had a bit of a face-lift in the graphics department. It now has all new swanky pictures, and curved ergonomic buttons for you to click away at if you wish to look at your news or mail. Another nice touch is the ability for your MOC or GC to set a galactic message that will show up on your overview screen so that you can send a message to those people that don't think to check the politics board.

The resources screen has also been tweaked and is now a mixture between the round 1 and round 2 screens. You can still choose what sort of asteroid to initiate, and now you can initiate more than 1 at a time, but the costs for aseroids have increased and are currently at the same sort of level as they were at in round 1.

Finally you can now see your galaxies score on your galaxy screen just after the name of your galaxy. This is a nice touch it gives you and idea of how well your galaxy is doing compared to the rest in the top 100.
"

I dont remeber entirely when MOW was implented, but i think it was r4
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Unread 26 Nov 2014, 05:07   #8
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Re: MoC ... and research

guess what, mod is back too, doesnt mean its a bad thing.

I do like the idea that people who donate to gal fund would then lose it .... and it goes to the gal def fleets ... that would stop a lot of res hiding and xp whoring.
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Unread 27 Nov 2014, 15:51   #9
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Re: MoC ... and research

Had the same wish myself about getting alliance fleet and gal fleets earlier myself but after talking to appo it wasn't very likely to happen cause it takes long to code. So I scrapped the idea in hope for some easier stuff to happen first mainly, a bigger research tree, by the look of the post you havent checked it out

http://plaguuutarion.wordpress.com/
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Unread 29 Nov 2014, 01:56   #10
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Re: MoC ... and research

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Originally Posted by Plaguuu View Post
Had the same wish myself about getting alliance fleet and gal fleets earlier myself but after talking to appo it wasn't very likely to happen cause it takes long to code.
And this is why the player-base is suffering from a deficit every round, because the PA team cannot be assed.

To be honest, we're all getting bored of this repetitive Planetarion, and now we know that the PA team can't be assed to even change the mechanics slightly, why should we? Just let the game die.
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Unread 29 Nov 2014, 10:25   #11
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Re: MoC ... and research

If you don't want to play the game, fine, get out and please don't come back. But don't attempt to make that decision for others.
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Unread 29 Nov 2014, 15:58   #12
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Re: MoC ... and research

Quote:
Originally Posted by Mzyxptlk View Post
If you don't want to play the game, fine, get out and please don't come back. But don't attempt to make that decision for others.
You don't play, so why do you even care?

All you do is sit around on the forums with nothing better to do.

Last edited by Clouds; 29 Nov 2014 at 16:14.
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Unread 29 Nov 2014, 18:31   #13
Mzyxptlk
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Re: MoC ... and research

Quote:
Originally Posted by Clouds View Post
You don't play, so why do you even care?

All you do is sit around on the forums with nothing better to do.
I'm comfortable with my priorities, I enjoy being here.

Why are you still here, if you're so bored of Planetarion? I was quite serious in my previous post. If you don't like it here, go away. Do something you enjoy more. Anything at all.
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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Unread 2 Dec 2014, 11:19   #14
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Re: MoC ... and research

It's a fair point that all ministers are pointless in a galaxy of 11-12. since you elect GC and he picks the Ministers, you might just put all the management options under the GC, and he determines who has "wanted" status, for which all "wanted" planets get to vote on exiles, assuming some minimum... or just let him exile them solo, does it really matter, everyone votes with the GC they pick in most structured galaxies anyways formed before rounds. And the rag-tagged randomly thrown together ones are destined to raped as usual.

tl;dr - get rid of ministers
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Unread 2 Dec 2014, 11:23   #15
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Re: MoC ... and research

Quote:
Lets make some longer researches at the end of each tree that increase game play variants...
I'd like to suggest [again] some fleet combat modifiers like attack bonus/ defense bonus branches, that would boost stats by 1% per completed teir. This would be more useful play strategy for a research optimized configuration and something other to do than reach your >9000 roid mining goal.

tl;dr - who the **** mines 10k roids?
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