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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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When we perform scan runs, we often have quite a few enemy occupied planets that are quite weak but also quite poor; they would be great for getting a green badge off, but you don't want to keep the planet. So how about the option upon a sucessful invasion to either keep the colony or completely blow it up, returning the planet to an unoccupied state.
You get your green badge, your enemy either gets rid of a crappy colony or can rebuild as they choose, but any artifacts you may have wanted to extract have been vaporized - this compensates for the possibility of not having to pay GP for an abandon later. Of course, if it is deemed necessary, the 5 GP cost for an abandon can be added here instead.
To prevent from devastating new players, this option is not available if you conquer a planet from a player below a certain rank - say 100 or 150, or maybe something depending on one's own rank. But if the player has been inactive for a long time - say a month or more, indicative that they have quit - this protection is lifted (feature may not be included).
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Tue Jun 05, 2012 6:05 am |
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Matress_of_evil
Joined: Thu Jun 17, 2010 11:45 am Posts: 778
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I like this idea, especially since you've also suggested controls and limitations to prevent it being overpowered. It's a well thought-out idea.
+1 from me.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us." My folding@home stats  
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Tue Jun 05, 2012 9:43 am |
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Awesome813
Joined: Tue Nov 01, 2011 8:43 pm Posts: 444
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this kinda replaces the 5 gp and thats how dan makes money so this will never happen
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Tue Jun 05, 2012 10:09 am |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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Awesome813 wrote: this kinda replaces the 5 gp and thats how dan makes money so this will never happen Not really. Its just a one time thing and not many take a weak planet just to get a green. I for one would not like the idea however. I wouldn't because I would never use it as the price of taking a planet is to much for me to spend just to get a green. I also do not like it because I do not want to have to select colonize or "blow up" every time I invade. I want to invade then click guard and then flux as fast as I can. This would slow me down and I don't want to deal with it. And I don't want to buttons for it on the invade page to pick from because knowing my luck I would pick the wrong one on a great world and screw it all up. Now if the invade and "blow up" one was locked and you had to unlock it like you would if you abandon to use it then I think it would be fine.
_________________ Please check out my path guide: http://galaxylegion.com/forum/viewtopic.php?f=3&t=30938Ship size: Colossal Galaxy Destroyer, Because just destroying your star wasn't enough.
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Tue Jun 05, 2012 11:55 am |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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I cant tell you how many crap planets i would steal if i didnt have to spend RL $$ to abandon them... ive got 4 totally crap planets on scan right now extr abundant and worse and a VS tox to top it off that has two zolazin analysers on it... a VM gas that has a quantum hydro..and a large gas with another one...
now i really doubt that these players want to lose those artis, but they are on the wrong planets... the ONLY thing stopping me from taking them though is that i dont have the GP to abandon them... it all comes down to how badly you want the artis/planet, and if your willing to sacrifice a slot on it..
big -1.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Tue Jun 05, 2012 1:19 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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You missed the part about "all planet structures are destroyed". You can't retrieve anything, you only get a badge out of it.
_________________XxDarthDexterxX wrote: You deserve a cookie, and earn yourself one cookie point. 
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Tue Jun 05, 2012 5:03 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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i did indeed skip the 2nd paragraph. working night shift isnt agreeing with me lately.
Still, there are limited time artis that are going to be lost enmasse, if i could steal willy nilly without repercussions, id be stealing daily
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Tue Jun 05, 2012 5:06 pm |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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In listening to your constructive criticism, I've come up with another possibility that might work better. Instead of being presented with an option screen upon an invade, how about a button labelled "Destroy" on the ability screen where "abandon" usually is. It will only be available when the planet is "Recently Conquered" - less than one day and no planetary time vortexes used (which you'd use only if you're keeping it) - which means it's out of the way if you're not using it, and it's there if you do.
The only issue I see with this is that it would allow you to extract artifacts, which might be unbalancing if there is no/reduced GP cost (and if the GP cost is the same there is no difference from a regular abandon). But then again, that might be just the ticket to prevent the destruction of valuable artifacts.
As far as reduction or elimination of GP cost, there's a very definite upper cap to the income from invade-abandons due to the invasion timer. Other things like energy refills (unlimited per day) and high value artifacts (both unlimited and costly) likely provide a much greater revenue stream. It also does nothing about abandoning an established planet, which remains unchanged.
TL;DR: Revision = reduced or eliminated GP cost to abandon (aka destroy) a freshly conquered planet
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Tue Jun 05, 2012 7:52 pm |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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-1 Reason: Abusive Ability
Legion members will just 'blow up' junky planets for one another to get rid of their planets. Dan will lose whatever money he makes off of spending 5 GP to abandon a colony.
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Tue Jun 05, 2012 7:56 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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playret0195x wrote: -1 Reason: Abusive Ability
Legion members will just 'blow up' junky planets for one another to get rid of their planets. Dan will lose whatever money he makes off of spending 5 GP to abandon a colony. u cant even invade a legion mate's planet most of the time... Anyway this suggestion s pretty useless.... just set up a football with some friendly legion...
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Tue Jun 05, 2012 9:33 pm |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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playret0195x wrote: -1 Reason: Abusive Ability
Legion members will just 'blow up' junky planets for one another to get rid of their planets. Dan will lose whatever money he makes off of spending 5 GP to abandon a colony. How, exactly, can you conquer a legion member's planet unless you are lucky enough to scan one of theirs? If only one person has the planet scanned and they alert it, if they leave so others can hit it the alert disappears; if others leave they lose the alert. It is possible to pass a planet to a legion member, but you'd have to abandon it first, negating the point. Except for the very rare cases where you manage to scan a planet belonging to someone else in your legion, this cannot be abused to destroy legion member's planets. TL;DR: -1 to your -1 due to faulty logic. Uy23e wrote: u cant even invade a legion mate's planet most of the time...
Anyway this suggestion s pretty useless.... just set up a football with some friendly legion... You've given me an idea. You could use governance probes on your planets you wish to dispose of and find who has scans on your planets; then you contact them and ask them to take your planet. With this suggestion, they can then dispose of the planet if they don't want it; with the current situation, some form of compensation for the 5 GP could be arranged.
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Tue Jun 05, 2012 9:36 pm |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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Maybe instead of an option that can be used any time a planet is freshly conquered, how about a rareish NPC drop that can be used to destroy a freshly conquered colony. Safeguards: The colony must be "New Colony" and "Recently Conquered", and cannot be used on planets conquered from active (within, say, the last month) players below a certain rank (say 150), so that new players don't have their colonies blown up for green badges.
Alternatively, instead of a drop it could be a consumable purchased with green badges - say three or five or ten, so you still have to conquer other planets but you can get rid of some of them.
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Thu Jun 07, 2012 12:33 am |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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i like the idea of it being an arti that drops (rarity of to troop carriers maybe?) or it being 5 or 6 green badges and purchasable. disagree that it should be on only newly conquered planets though. if its an npc drop, use it on anything you want, ditto to buying it
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Thu Jun 07, 2012 12:38 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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icarium81 wrote: i like the idea of it being an arti that drops (rarity of to troop carriers maybe?) or it being 5 or 6 green badges and purchasable. disagree that it should be on only newly conquered planets though. if its an npc drop, use it on anything you want, ditto to buying it err.... if it's like that, then not carrier, but QSE rarity.... carriers are not all that rare tbh, once u start NPCing anyway, in a month or so you would have enough to abondon all the bad planets u ever colonized = =;;
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Thu Jun 07, 2012 2:30 am |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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okay for the idea that the thread was made for how about it cost a few galaxy points to destroy a colony. maybe 2 or 3.
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Thu Jun 07, 2012 3:45 am |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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varunjitsingh146 wrote: okay for the idea that the thread was made for how about it cost a few galaxy points to destroy a colony. maybe 2 or 3. You do know the whole point of this thread was so that they wouldn't have to spend GP's right. lol
_________________ Please check out my path guide: http://galaxylegion.com/forum/viewtopic.php?f=3&t=30938Ship size: Colossal Galaxy Destroyer, Because just destroying your star wasn't enough.
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Thu Jun 07, 2012 11:36 am |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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mojo311 wrote: varunjitsingh146 wrote: okay for the idea that the thread was made for how about it cost a few galaxy points to destroy a colony. maybe 2 or 3. You do know the whole point of this thread was so that they wouldn't have to spend GP's right. lol haha yeah i do but so far the idea of not paying hasn't been received well so maybe that could work with this idea. its a little less then the other amount to abandon a colony
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
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Thu Jun 07, 2012 1:33 pm |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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How about this as far as balance: You conquer a planet. On the abilities screen, if the planet is New Colony and Recently Conquered (the same requirements for the Assimilation Locus), the "abandon" option is replaced with a "destroy" option, requiring one green badge - the very one you just earned.
This allows you to loot artifacts before eliminating the colony, if you're not into earning green badges - good for the many poor planets that have good artifacts out there. It allows you to keep the planet if it's good, and therefore keeping a green badge. But it doesn't encourage taking over poor planets with no artifacts just for the green badge, since you'd have to spend either the green badge you just earned, five GP (which many don't buy), or a spare planet slot on a poor planet. It would shift green badging to taking over worthwhile planets you'd want to keep and not abandon/destroy, which might make it more of a challenge.
I've even thought of another alternative: instead of "destroying" the colony, spending that green badge you earn gives the colony back to who you conquered it from. That way new players aren't deprived of a planet. Or whether it is give back or destroy could be conditional on rank or be a choice made by the new conqueror.
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Fri Jun 08, 2012 12:41 am |
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Preliator Xzien
Joined: Thu Jul 28, 2011 2:56 pm Posts: 8877 Location: Behind you... Stop looking behind you...
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I'd rather just invade a good planet...
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Fri Jun 08, 2012 3:05 am |
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RiskyPotato
Joined: Wed May 18, 2011 7:57 am Posts: 229
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A big fat -1 from me.
If you really were looking for green badges, why not farm a planet with a friend/another legion?
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Fri Jun 08, 2012 4:45 am |
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