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 Planet Rank Points 
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To counter the unlimited potential of players, planets should also be given unlimited potential as well.

Using Planet Rank points to increase :

Tactical Garrison : +1 Attack
Defence Structures : +1 Defence
Civilian Infrastructure : +2 Population
Cloaking Rift : +1 Cloak (I'm still pondering if this OP)


Reason each rank point is so low is because of Barrier Nexus effects, Lazuli Darkmines effects and legion effects and artifact buffs such as Ion Repulsor etc , that all bolster a planets attack and defence significantly more than a player.
Putting one planet Rank point in defence structures could increase defence by 3-4 including the percentage passive buffs.


Sun Oct 28, 2012 1:11 am
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Passive Ability.

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Sun Oct 28, 2012 1:25 am
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Common wrote:
To counter the unlimited potential of players, planets should also be given unlimited potential as well.

Using Planet Rank points to increase :

Tactical Garrison : +1 Attack
Defence Structures : +1 Defence
Civilian Infrastructure : +2 Population
Cloaking Rift : +1 Cloak (I'm still pondering if this OP)


Reason each rank point is so low is because of Barrier Nexus effects, Lazuli Darkmines effects and legion effects and artifact buffs such as Ion Repulsor etc , that all bolster a planets attack and defence significantly more than a player.
Putting one planet Rank point in defence structures could increase defence by 3-4 including the percentage passive buffs.




This is one of the more stupid suggestions...


fold generators and chargers both repeatable both can max out cloak with the right arties who would waste 1000 rank points to add 1k cloak to a planet? the whole point of planets is to gain resources to grow your ship why would you spend the most valuable resource (arti) and your most valuable artifact (prisoners) to add an absolutely tiny addition to your stats 1k prisoners is 6000 attack or energy which do you think people are really going to choose?

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Sun Oct 28, 2012 1:40 am
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No planet rank points are not from rescued prisoners, rather somewhere else, Planet rank points are placed in ships and Player rank points used for Tac Officers/Engineers are placed in the player's ships - The planet rank points can go above the limits of Spacial folds.


Sun Oct 28, 2012 6:34 am
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Common wrote:
No planet rank points are not from rescued prisoners, rather somewhere else, Planet rank points are placed in ships and Player rank points used for Tac Officers/Engineers are placed in the player's ships - The planet rank points can go above the limits of Spacial folds.



why not just increase the passive limits?


Sun Oct 28, 2012 6:36 am
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HerrSticks wrote:
Common wrote:
No planet rank points are not from rescued prisoners, rather somewhere else, Planet rank points are placed in ships and Player rank points used for Tac Officers/Engineers are placed in the player's ships - The planet rank points can go above the limits of Spacial folds.



why not just increase the passive limits?


That would be overpowered as some players have hundreds of Grav Amplifiers and Cloaking Folds. That's like increasing the max limit of dominion cannons one can install on ship.

The reason i came up with this is because; Since planet's defensive capabillity is reliant on the planet size which is why planet's are weaker than normal, the only way to counter is by making passive bonuses stronger (Does not occupy space) - Rather than expanding tech trees or adding new passive percentage bonus structures like Barrier Nexuses which get outdated sooner or later. Dan can only add so many special artifact structures seeing that there's a limit to how big planets are.


Sun Oct 28, 2012 6:39 am
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no me gusta.

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Sun Oct 28, 2012 6:51 am
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Hmmm..
Maybe the bonuses should be higher and the requirements to increase it to commensurate accordingly. I don't to imagine the wild clicking needed to increase passive buffs on a planet by 1...


Sun Oct 28, 2012 6:54 am
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1. what about high level players with 200 or more planets? This will be beyond tedious.
2. How will these "points" be gained?
3. How is increasing a planets stat through a "point" any different than though a non building "arti"?
4. If the barrier nexus is deemed outdated, dan can simply add an upgrade to the nexus for more badges(see heist dispatch station(upgrade)).
5. The sheer amount of memory required to add "levels/ranks" and "points" to EVERY colonized planet would create either an immense amount of lag, or a larger server bill for Dan.

OR

You could learn to
1. colonize bigger planets ( i rarely colonize smaller than VL)
2. dont put defense on smaller planets (my smalls have token defense if any at all)
3. plan better. (seriously)

:edit
I'm not even going to touch your severely flawed logic that increasing the number of install-able dom's is "overpowered". As if the higher levels had not actually killed any of the players, spent more nrg, more time, and are better players.
You might as well be arguing that increasing the research-able tech would be "OP" since high level players have amassed thousands of scientists and good planets.
Either way its been earned.

Your suggestion still gets a -1.


Sun Oct 28, 2012 6:55 am
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HerrSticks wrote:
1. what about high level players with 200 or more planets? This will be beyond tedious.
2. How will these "points" be gained?
3. How is increasing a planets stat through a "point" any different than though a non building "arti"?
4. If the barrier nexus is deemed outdated, dan can simply add an upgrade to the nexus for more badges(see heist dispatch station(upgrade)).
5. The sheer amount of memory required to add "levels/ranks" and "points" to EVERY colonized planet would create either an immense amount of lag, or a larger server bill for Dan.


I can reform into something better : Scratch the point system - I made my idea into a point system just so it can similar to the interface where you add crew and decks.

What i'm saying is that planets should have a way to keep up with the inexorable advance of player potential, more people than ever have over 100,000/Art Production per Hour - How long until they reach 200,000? How many Engineers/Tac Officers do they gain per day? 400? 500?
How planets are they purging and scanning per week? probably 500-1000 new planets per week, Mento has about 10 Dysons and it's a matter of time before you or me become a victim of neglected planet defence in comparison with players.
With the planets highest possible defence remaining static and the highest invasion attack power rising and rising because of player's unlimited potential - Planets should also be given unlimited potential ( or near ) -

So, since they're artifacts from conventional artifact production that permanently increases players passive strength such as Durt Brackets, Prisoners and Androids - They're should be one for planets likewise, i was thinking an artifact that boosts attack/def/pop/cloak permanently that occupies no space unlimitedly ( or near ), these artifact can come from the CT Lab that uses various redundant artifacts that all high rankers have or from Base Raids - Upgraded Barrier Nexus can come from base raids however one day, these "Upgraded" barrier nexuses become obsolete, what then? upgrade it again? and again when those upgrade "Upgraded" Barrier nexuses become obsolete - the reason i don't want to have Grav Amps and Spacial Folds have unlimited potential is because they're too easy come, some of us blow threw a dozen Fab Plants a day

One might argue and say go colonise bigger planets, but of course the point of these artifacts is that you can make your Mega/Colossal or VM art worlds more resilient against ridiculously strong players - Standard researched defence structures such as Obviation Barriers are hardly effective seeing the number of Zolazin Sabotuers and huge amount of players with Incubus ships designs out there show how often planets defensive structures are being sabbed away.

Not saying my idea is flawless and needs to be implemented straight away - Suggestion such as these are difficult to make perfect and i'm suggesting these ideas in the interest of making the game better for us all; me and you Herrsticks.


Sun Oct 28, 2012 7:40 am
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yea its called better research-able "standard" defense structures.

There have been a number of threads on the topic already.

I also re-stipulate that increasing the passive defensive limit would achieve exactly what you want.

I know, you will say: "but i dont have as many Amplifiers as high levels, thats unfair!"
To which I would reply: "Tough, kill more fabs, play more, level more, get more nrg, basically be the player you are complaining about, because they earned what they have. You have no basis to complain"


Sun Oct 28, 2012 7:53 am
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HerrSticks wrote:
yea its called better research-able "standard" defense structures.

common wrote:
Standard researched defence structures such as Obviation Barriers are hardly effective seeing the number of Zolazin Sabotuers and huge amount of players with Incubus ships designs out there show how often planets defensive structures are being sabbed away.


Not to mention that Barriers are nothing for those who've got 20k officers.

-

Herrsticks wrote:
I also re-stipulate that increasing the passive defensive limit would achieve exactly what you want.

I know, you will say: "but i dont have as many Amplifiers as high levels, thats unfair!"
To which I would reply: "Tough, kill more fabs, play more, level more, get more nrg, basically be the player you are complaining about, because they earned what they have. You have no basis to complain"


common wrote:
the reason i don't want to have Grav Amps and Spacial Folds have unlimited potential is because they're too easy come, some of us blow threw a dozen Fab Plants a day


Sun Oct 28, 2012 8:13 am
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You pick and choose what you read. Its super annoying

Here I'll quote myself

"yea its called better research-able "standard" defense structures."

Who said anything about obviation barriers? What part of "better" was lost on you? Duh, maybe "better" means a higher research tier or three, more structures with better def...come on... How can you not infer what i am implying? I will concede my inclusion of "Standard" may have thrown you off. ;) However as the structures would be a "new" or "higher" research tier they would then be considered "Standard". Hence its inclusion.

Dont know about you, but its pretty difficult to rustle up 3-4 sabs willing to help. Then factor in the production structures, possible pop....what am i saying...I'm trying to debunk the logic of implementing a game-wide change because a player thinks sabs are OP..../sigh. By the way I'm not a sab.

You also bemoan my suggestion of "why not just increase the passive limits?"
Your reason? A terrible idea you made up yourself and put in my mouth. Who said anything about "unlimited" but you? Oh right, no one but you.

However just to entertain your already poorly conceived idea. You yourself state that player growth is "unlimited" yet argue that a limited planet defense is okay, and that unlimited defense ability through passives like the unlimited growth for ships is overpowered.

Your logic makes my brain hurt, seriously in this moment in time you are the reason i am consuming drugs.


Sun Oct 28, 2012 8:35 am
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No, no, no. *sigh* - Let's just keep ourselves civil here.

Herrsticks wrote:
"yea its called better research-able "standard" defense structures."

Who said anything about obviation barriers? What part of "better" was lost on you? Duh, maybe "better" means a higher research tier or three, more structures with better def...come on... How can you not infer what i am implying? I will concede my inclusion of "Standard" may have thrown you off. ;) However as the structures would be a "new" or "higher" research tier they would then be considered "Standard". Hence its inclusion.


Sorry, i thought you were being derisive by telling me to upgrade my planet def. The introduction of another standard structure above that of Obviation barrier is will not remedy the constant and continuous growth of players. Not only is it beyond tedious upgrading 200 planets with the new shield "standard" shield technologies - This new Standard Researchable structure will too one day too become obsolete. Are you going to add another tier after that? and another, when that one becomes obsolete? and then another new one after that etc?
This what i'm trying to say.

Herrsticks wrote:
Dont know about you, but its pretty difficult to rustle up 3-4 sabs willing to help. Then factor in the production structures, possible pop....what am i saying...I'm trying to debunk the logic of implementing a game-wide change because a player thinks sabs are OP


Whilst it is difficult to organize a collective saboteur force and coordinated saboteur effort is rare, this not the universal truth. When one finds a VM 15x Art World, that has numerous Researched Structures that can sabotaged - One will make the extra effort to organise the number appropriate to eliminate these structures and enhance ones chance to successfully invade said art planet. I'm not saying to completely eliminate researchable structures - but with sabs around, yes, standard def structures are not as reliable on the best art worlds.

Not saying sabs are OP, but gone are the days that 3100 passive def is a impenetrable protection - And sooner or later, the passive def provided by Grav Amps would be like wrapping some tin foil around your planet for defence.

Herrsticks wrote:
You also bemoan my suggestion of "why not just increase the passive limits?"
Your reason? A terrible idea you made up yourself and put in my mouth. Who said anything about "unlimited" but you? Oh right, no one but you....You yourself state that player growth is "unlimited" yet argue that a limited planet defense is okay, and that unlimited defense ability through passives like the unlimited growth for ships is overpowered.


The reason i didn't want to raise the limits Grav Amps and Spacial folds is because they're too common - Planet strength will grow too rapidly if they had no limits. It's difficult to balance powerful artifacts and there rarity in the game and i don't want to make Fab plants more scarce.
So that's what has lead me to think about some artifacts that have no limits on planets - however, at the same time - These artifacts must be rare and balanced enough so that it advances planet passive defences at very roughly approximately the same pace as player growth. Just so planets can stand a chance - Cause you see, any defence structure in the game such as Obviation Barriers provide 1200 defence - Wait a month and it will still be 1200 defence - Wait two months, still the same - Player of different rank may have increased their potency against planets at different degrees, their growth is constantly increasing, with the ever increasing AP/hr productions of players - How long will it be before players will be scanning and purging hundreds of planets per day?

So to counter the increasing players strength, we need planets to be able wrestle back.

Whilst my idea isn't perfect, most players will almost definitely focus all the "Unlimited"-potential artifacts on a handful of planets. So I've been thinking, to promote the even growth of planet def/attack/pop - If is to use these uncappable artifacts, one must use the artifacts on least half their planets before using it again on the same planet. Example :

Say a hypothetical Arty unlimited-potential arty called "Defence Garrison" (just a random name) that increases passive defence by 100, If one upgrades a planet with "Defence Garrison" arty bolstering def by 100, the player cannot upgrade it again, until they have upgraded at least half their planets with "Def Garrison" - And to upgrade it a planet the third time with it, they must've upgrade at least half their planets twice with the arty, etc repeat. This overall, ensures that even passive planet def permeates across their planets rather than making a single planet with 20,000 passive def.


Sun Oct 28, 2012 9:17 am
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I have to agree with the posts regarding passive abilities gained from fab plants/refineries, though i would say that some planets should be able to have improved passive abilities based on the planets type (Aphotic planets should have the chance for a higher maximum passive cloak than a barren for instance, or that a ecumenopolis should have more passive population than planets of the same size.)

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Sun Oct 28, 2012 10:17 am
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Ok so about halfway the posts got too long for my liking, all I will say is no. It's not needed and won't benefit the game in any way. As far as planets go, Dan needs to work on different aspects like ground fights and maybe giving population another use.


Sun Oct 28, 2012 12:46 pm
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Epicownage wrote:
Ok so about halfway the posts got too long for my liking, all I will say is no. It's not needed and won't benefit the game in any way. As far as planets go, Dan needs to work on different aspects like ground fights and maybe giving population another use.


I know what i've said is long, but if you read it or skimmed through it - You'll see my point of view.


Sun Oct 28, 2012 4:52 pm
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Common wrote:
Epicownage wrote:
Ok so about halfway the posts got too long for my liking, all I will say is no. It's not needed and won't benefit the game in any way. As far as planets go, Dan needs to work on different aspects like ground fights and maybe giving population another use.


I know what i've said is long, but if you read it or skimmed through it - You'll see my point of view.

Too tired sorry.


Sun Oct 28, 2012 7:07 pm
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As I said in my previous post, this already exists. Passive Ability. There are caps on it for a reason. As good as your idea is, it's not required nor, by the looks of the replies, wanted.

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Mon Oct 29, 2012 1:27 pm
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XxDarthDexterxX wrote:
As I said in my previous post, this already exists. Passive Ability. There are caps on it for a reason. As good as your idea is, it's not required nor, by the looks of the replies, wanted.



I know it exists - I mentioned these passive abilities numerous times. I am not asking for the cap to be removed - rather another rarer arti that allows exceeds this cap.

Please - read all i have had to say so you will know why i proposed this before making further judgement and assumptions.


Mon Oct 29, 2012 4:17 pm
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