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Unread 4 Feb 2007, 14:16   #1
Rocko
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fleet slots

i know some of you, maybe more, wont be liking this idea, but just for the fun of it, i thought i'd try anyway.
(deep breath)
here goes
,....

how about proportional amount of fleet slots, baced on RANK.
e.g
ranks ----- fleet slots
1-10 ---- 2
11-100 --- 3
101-250 --- 4
251-500+? --- 5
501+??? --- 6

thus giving advantage to those with less rank (and so score, value and size,.. and xp,..).
and requiring,. more,.. skill from those higher up the ranking,...
Idealy the amount of fleet slots would be dependant on the time you actually launch the fleet, thus, fleet slots wouldnt disapear while their traveling, and MIGHT, if u leave it set on prelaunch (putting those ships to base).

please don't hurt me,...

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Unread 4 Feb 2007, 14:24   #2
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Re: fleet slots

I think the problem is, that the smaller you are, the less fleet slots you need.
Someone ranked 500+ would strugle to fill one fleet slot, let alone 6.
So I am not sure I see any advantage to this.
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Unread 4 Feb 2007, 14:29   #3
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Re: fleet slots

why hurt people doing well?
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Unread 4 Feb 2007, 14:41   #4
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Re: fleet slots

Quote:
Originally Posted by jerome
why hurt people doing well?
for balance and techincally it'd only be hurting those in the top 10,.. and helping those in the top 101-250 and beyond,...
just a rough idea anyway :P,.. open to changes obviously,
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Unread 4 Feb 2007, 15:01   #5
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Re: fleet slots

People would just stockpile to stay outside of t10 so they have more fleets then they use the res and get into t10 at the end etc.

It's open to abuse in other ways too I predict
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Unread 4 Feb 2007, 15:40   #6
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Re: fleet slots

Quote:
Originally Posted by Rocko
for balance and techincally it'd only be hurting those in the top 10,.. and helping those in the top 101-250 and beyond,...
just a rough idea anyway :P,.. open to changes obviously,
no, this isn't balancing anything. why should people be hurt for DOING WELL? THAT woud be unbalanced
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Unread 4 Feb 2007, 17:26   #7
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Re: fleet slots

Balance would be to make sure the playing field is even across the board initally (no major advantages to some people at the start, stats being equally plausible for each race to win, not giving some people advantages when recalling ships after downtime, etc.). People who played the game better than other people shouldn't be punished. We're not trying to create a bell curve of scores.
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Unread 4 Feb 2007, 17:39   #8
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Re: fleet slots

ok ok, fair enough
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Unread 19 Feb 2007, 07:26   #9
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Re: fleet slots

how about a mysterious 4th fleet slot - which you would have to earn to get.

If a system was put in place to record defence missions for all alliance defending you do i.e. you defend an alliance planet and you automatically get a 'defence point', then you can have it so if you are one of the top 3 defenders of your alliance you have that extra 4th fleet (which would be limited to defence missions).
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Unread 19 Feb 2007, 12:25   #10
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Re: fleet slots

Quote:
Originally Posted by jerome
why hurt people doing well?
While I don't agree with the idea as it seems pretty abusable, your kind of thinking is totally screwed up imho. Yourself and others see any idea that puts in some kind of exponential difficulty level in place as a way to hurt but take a second to look at it the other way.

We have a game that tbh is actually harder when your new and in the bottom half than it generally is higher up. While XP has improved that a bit as bashing players smaller than you to ensure zero ship loss is no longer the ideal tactic and as such more fleets are now flying up the rankings than before the learning curve and difficulty level is still skewed towards favoring the bigger guys

Should this really be the case, should the game not start off easy lower down and continually get tougher and more challenging as you go. As I said I don't think Rocko's suggestion is the answer but we need to as a community change this view that we cant do anything to make the ranks higher up harder to achieve as its 'unfair' to hinder players doing well as its not really the case, its challenging the players doing well to really earn their rank and show they are the best and are able to adapt to challenges ahead
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Unread 19 Feb 2007, 12:45   #11
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Re: fleet slots

Quote:
Originally Posted by wakey
We have a game that tbh is actually harder when your new and in the bottom half than it generally is higher up.
Yes ofcourse its harder to play teh game when you're an idiot. Sorry, but if you seriously think the game is 'harder' when you are at a low rank you are wrong. Reasons that would make the game idd harder are inactivity or incapability of understanding the game. Both these issues are usually also a reason for actually being ranked where those lower planets are ranked. It has absolutely nothing to do with how easy the game is at which level. The game is significantly harder at a top rank as you are risking alot more than some planet who can recover from losing his fleet/roids in a few days and top planets are usually also involved in larger battles.

Low rank planets have a extremely easy pickings in targets as there are plenty of planets around their hit range that have crappy fleets that can easily be roided. If those planets however can't take any advantage of that, how on earth can that be the fault of the top players who simply know what they are doing.
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Unread 19 Feb 2007, 12:47   #12
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Re: fleet slots

Quote:
Originally Posted by [FC]Imperial
how about a mysterious 4th fleet slot - which you would have to earn to get.

If a system was put in place to record defence missions for all alliance defending you do i.e. you defend an alliance planet and you automatically get a 'defence point', then you can have it so if you are one of the top 3 defenders of your alliance you have that extra 4th fleet (which would be limited to defence missions).
I like this idea alot more than Rocko's tbh
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