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10 Oct 2011, 07:46
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#1
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Asteroid shields
What about a construction that drops max cap on your planet? E.g. 20% of your constructions this mean max cap is dropped by 2% (4%?). A cap of say 25%-50% would be introduced.
Just throwing the idea out there whilst on the train
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r8-10 RaH r10.5-12 MISTU
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10 Oct 2011, 08:29
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#2
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The brother of Spammer
Join Date: Jun 2005
Location: Paisley - Scotland
Posts: 2,352
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Re: Asteroid shields
Depends on the quality of the stats...
If the stats are good attacking ones then it is worthwhile
However if the stats are defensive as R43 then I would say its a no go zone.
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Missing Subh (r15-r18)
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10 Oct 2011, 09:48
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#3
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Registered User
Join Date: Oct 2008
Posts: 846
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Re: Asteroid shields
It sounds like a cool Idea. You prolly would want to make it so 20%(max) would be about -50% cap. So instead of capping 25% you'd only cap 13% of what ever. It would definatlly make people chose between those and Fc's.
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10 Oct 2011, 09:53
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#4
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Asteroid shields
I'm not sure this will have any effect other than slowing the game down.
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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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10 Oct 2011, 16:10
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#5
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Registered User
Join Date: Nov 2008
Posts: 50
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Re: Asteroid shields
We need more roids in play, not less.
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10 Oct 2011, 18:22
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#6
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Registered User
Join Date: Jul 2005
Location: Tallinn
Posts: 734
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Re: Asteroid shields
and more targets with that.. which brings us to sweet "let-everyone-have-more-than-one-planet-in-one-round"
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VISION FTW
THIS IS ULTORES
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10 Oct 2011, 20:00
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#7
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Registered User
Join Date: Jul 2003
Location: holland
Posts: 44
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Re: Asteroid shields
Better put you efford in making advertisement on facebook or google+ or whatever, so you get more ppl 2 play planetarion. Its free advert if you do it properly, dont make the game even more boring with those new adjustments 2 game.
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still having fun
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11 Oct 2011, 11:55
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#8
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Bad Girl
Join Date: Sep 2000
Location: right here..right now
Posts: 1,055
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Re: Asteroid shields
Akin to the holoroids of old, they went down like a lead balloon and were scrapped either in beta or in R1, too damned long ago to remember.
We already have cap limits based on value/score to prevent horrendous noob bashing lets leave it the way it is.
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R1 - noob
R2,3,4, - ICD | R5 -ICD HC |R6 - HR Command | R7 - HR Command/NoS
R8,9,9.5,- HR HC /NoS Exec | R10 - HR HC | R10.5 - HR HC (FYTFO with LCH)
R11 -> NOW HR HC
(a round history not condusive to suceeding in exams, having a life or much sleep )
I'm not misunderstood ... I'm EVIL
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11 Oct 2011, 16:26
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#9
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: Asteroid shields
Holoroids were scrapped after round one.
Anyway I think this is a terrible idea. It is already hard enough to take roids from the top players.... this just makes it harder. We need more roid transfer (aka capping) not less.
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Romans 10:9-10
#strategy
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11 Oct 2011, 17:06
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#10
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Asteroid shields
I don't think top players would bother with these things, to be honest. If you never get roided in the first place, why care how much attackers cap?
__________________
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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12 Oct 2011, 04:40
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#11
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Registered User
Join Date: Jan 2004
Location: United Kingdom
Posts: 1,386
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Re: Asteroid shields
Quote:
Originally Posted by Mzyxptlk
I don't think top players would bother with these things, to be honest. If you never get roided in the first place, why care how much attackers cap?
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Valid point.
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12 Oct 2011, 16:28
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#12
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: Asteroid shields
Quote:
Originally Posted by Mzyxptlk
I don't think top players would bother with these things, to be honest. If you never get roided in the first place, why care how much attackers cap?
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Just ask Shaz, Arc, or Dav, the top 3 players from last round if they were have preferred to be able to avoid loosing a percentage of cap. All 3 were roided last round (Shaz admittedly only on the last day).
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Romans 10:9-10
#strategy
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12 Oct 2011, 19:31
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#13
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Asteroid shields
In exchange for up to 30 FCs or mines? I don't think I even need to.
__________________
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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12 Oct 2011, 21:56
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#14
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: Asteroid shields
Naw, it would be in exchange of amps, dists, or factories. FCs you max at 60, and refineries stop being profitable to build in the latter 1/3 of the round typically. A couple of these would make a big difference when you have a large number of roids, which is also typically late in the round. Also just a couple of these early in the round could make it a lot harder for people to steal roids off of you and perhaps lower your incomming as people look for easier targets. This game more things in it that encourage attacking strategies, not things that encourage fortress strategies.
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Romans 10:9-10
#strategy
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16 Oct 2011, 14:24
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#15
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You've Seen The Light
Join Date: Nov 2008
Posts: 1,152
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Re: Asteroid shields
Quote:
Originally Posted by Monroe
Naw, it would be in exchange of amps, dists, or factories. FCs you max at 60, and refineries stop being profitable to build in the latter 1/3 of the round typically. A couple of these would make a big difference when you have a large number of roids, which is also typically late in the round. Also just a couple of these early in the round could make it a lot harder for people to steal roids off of you and perhaps lower your incomming as people look for easier targets. This game more things in it that encourage attacking strategies, not things that encourage fortress strategies.
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I dont think it would make people switch targets, everyone always goes for easy roids and if they think you're easy roids. Then capping 70 roids instead of 80 is still a nice attack.
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First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it.
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16 Oct 2011, 19:06
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#16
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Valle is my hero
Join Date: Mar 2010
Posts: 2,581
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Re: Asteroid shields
Yeh i mean top players get roided not for 'the cap' but for the fact of taking away some of the roids and giving smaller people in the lolwaves on them large xp gains helping boost an alliances score. As Light says i doubt anyone is going to care about a small percentage drop in roids capped aslong as you are capping them - invariably in this game now planets get bashed by teams of 4-5 planets and the cap is lowered anyway so it would be no different
Plus it kind of creates a neagitive roiding atmosphere if you want the game to be more attack based then you want it to be easier for planets to be roided.
Maybe making galaxy eta 6 instead of 5 would help that a bit and push more reliance onto galaxy activity and alliances and away from lazy cross deffing
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16 Oct 2011, 21:15
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#17
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Registered User
Join Date: Aug 2011
Location: Peru
Posts: 45
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Re: Asteroid shields
Quote:
Originally Posted by Kaiba
Maybe making galaxy eta 6 instead of 5 would help that a bit and push more reliance onto galaxy activity and alliances and away from lazy cross deffing
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Wow for like almost the first time ever I agree with Kaiba. Gal def eta 6 might be a good idea.
Maxi
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17 Oct 2011, 22:08
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#18
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Registered User
Join Date: Oct 2011
Location: Rutland
Posts: 51
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Re: Asteroid shields
Yep, agree with increasing eta by 1 for gal def.
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18 Oct 2011, 07:38
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#19
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Registered User
Join Date: Jul 2005
Location: Tallinn
Posts: 734
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Re: Asteroid shields
increase galdef eta to 6 and make the def able to def for 2 ticks in a row :P ?
sounds like a fun plan and helps against lolwaves a bit more :P + it could be even more fun as its ST round
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VISION FTW
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18 Oct 2011, 17:38
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#20
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Registered User
Join Date: Nov 2008
Posts: 50
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Re: Asteroid shields
Gal def eta 6 would be ok if 2 ticks def, else its retarded.
And then no reason to make gals just make one big gal where everyone can attack eachother. ^^
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