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Empire Capital http://galaxylegion.com/forum/viewtopic.php?f=6&t=688 |
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Author: | DeathMuffin [ Fri Jun 11, 2010 12:02 am ] |
Post subject: | Empire Capital |
I had an idea for an Empire Capital building. Empire Capital - $500,000 credits Protects planet from being invaded. Building may not be removed or deleted after placement. One building per player. Building may not be placed on Exotic and Dyson planets. Basically allowing all players one planet that can't be invaded by other players. High level players wouldn't be able to protect very rare and rich planets automatically from all invasion. Players would still be allowed to place the Capital on Terra worlds. The building would be somewhat cheap so that all new players could select their only capital. Perhaps an extremely rare artifact could reassign the capital instead of it being totally permanent - and you could also use the buy artifact area if you buy credits. But for players looking to use their capital to shield vulnerable planets under attack - it could be even more expensive than the Planet Flux artifact (which seems to make enemies "disappear" ![]() What do you guys think? |
Author: | Barracuda [ Fri Jun 11, 2010 3:40 am ] |
Post subject: | Re: Empire Capital |
Not really good as can be abused. If such building exists, I can just put it on a planet and continuously terraform it. This could make it invulnerable and the stats better than a dyson. |
Author: | Redlaw [ Fri Jun 11, 2010 3:42 am ] |
Post subject: | Re: Empire Capital |
Such a building in effect has been suggested just it gave one poltical favor per hour and was a one of for a player in the game. |
Author: | Barracuda [ Fri Jun 11, 2010 3:54 am ] |
Post subject: | Re: Empire Capital |
Redlaw wrote: Such a building in effect has been suggested just it gave one poltical favor per hour and was a one of for a player in the game. Well, this building doesn't prevent, it makes it invasion proof DeathMuffin wrote: Basically allowing all players one planet that can't be invaded by other players |
Author: | Robert [ Fri Jun 11, 2010 5:36 am ] |
Post subject: | Re: Empire Capital |
Look at this thread viewtopic.php?f=6&t=405 Once again I have to say Quote: Search before you post |
Author: | Veristek [ Sat Jun 12, 2010 9:13 am ] |
Post subject: | Re: Empire Capital |
I think this may be an useful item to have. Consider this scenario: A player gets all his planets discovered by a higher level player via hacking or what have you. The high level player invades and captures all the planets of the lower level player. Thus, this low level player has no planets to work with. No mines to pay credits for ship maintainence, which leads to no ship modules since the player will have 0 income. The player is knocked out of the game. Each player should have one planet immune to invasions so that they will *always* have a base of operations to mine, research, artifact, etc. and then try to rebuild the empire from that one planet if the player finds himself losing all his planets. |
Author: | Barracuda [ Sat Jun 12, 2010 10:49 am ] |
Post subject: | Re: Empire Capital |
Veristek wrote: The high level player invades and captures all the planets of the lower level player. The only way this could happen is the player has only 1 planet and it is very valuable. By the time the player is vulnerable to invasion, the player should have 6 planets. (rank 20) It is unlikely to have 6 of your planets invaded by the people unless you have been around long enough = no longer low/mid rank. Also, the <20 rank immunity will prevent this from happening High level hacking you continuously? Perhaps call in help from the big guns. Veristek wrote: Thus, this low level player has no planets to work with. No mines to pay credits for ship maintainence, which leads to no ship modules since the player will have 0 income. The player is knocked out of the game. At low levels, I survived the first 20ish ranks without mining/artifact. I relied on missions. You should be able to scan a few planets, thus it is unlikely that all of them are taken. Very difficult to end up with 0 planets unless you never scanned before Veristek wrote: Each player should have one planet immune to invasions so that they will *always* have a base of operations to mine, research, artifact, etc. and then try to rebuild the empire from that one planet if the player finds himself losing all his planets. You should be able to colonise another planet should one get stolen from you. FINAL THOUGHT: What if someone took your planet and you can NEVER take it back as it is immune to invasions? ALL PLANETS should not be permanent. If not, it would be easy to terraform a planet continuously and need to not defend it. = 1 SUPER planet that's invulnerable. That's unfair. |
Author: | Veristek [ Sun Jun 13, 2010 6:02 am ] |
Post subject: | Re: Empire Capital |
I'm aware of all these solutions. However, I'm trying to address the issue that some newbies may go on vacation or get burnt out, but then they come back and lost everything because their newbie protection expired. For example, a newbie starts up and doesn't find decent planets to colonize and only have a good one. The guy goes on vacation for like a week or so, then comes back and sees that planet gone. Just putting this out there since I invaded a level 13 player who had a Terra planet with Mega Rich resources, and I dunno if this was his only planet or if he had others. His newbie protection has dropped hence the invasion. So if he comes back to play SFC, assuming this was his only planet... I'm not sure if colonizing your very first planet costs credits or if its free? 1. If it costs credits, make it free to colonize your very first planet. Problem solved. 2. As someone else mentioned earlier, if everybody was allowed a Homeworld pick and then that pick is permanent unless you pay like 50 GP, and the Homeworld is only limited to Terra planets or lower quality. This homeworld cannot be annexed so that everyone will always have a planet to recover and rebuild from. There will be plenty of other planets to ship-defend. Exotic planets, other Terra planets, etc. Also, the "unfair" issue is nullified by the permanent selection of the homeworld, and also because everyone will have that option, so everyone will have one "super" planet. That leaves all the other planets as fair game, and we still have normal gameplay with battles, researches, invasions, etc. I'm trying to speak from a new player's perpsective and advocate for new players. |
Author: | Barracuda [ Sun Jun 13, 2010 6:15 am ] |
Post subject: | Re: Empire Capital |
Veristek wrote: However, I'm trying to address the issue that some newbies may go on vacation or get burnt out, but then they come back and lost everything because their newbie protection expired. For example, a newbie starts up and doesn't find decent planets to colonize and only have a good one This is one of the reasons why resetting was introduced. Veristek wrote: I'm not sure if colonizing your very first planet costs credits or if its free? I think it is 1000 or 100 credits for the first planet. Not a big deal, just need to do a few missions. Veristek wrote: 2. As someone else mentioned earlier, if everybody was allowed a Homeworld pick and then that pick is permanent unless you pay like 50 GP, and the Homeworld is only limited to Terra planets or lower quality There is no such thing as "lower quality". Someone could have a Very Massive Gas with 20x mining as they bought and used tons of terraformers. This would make it a extremely good (probably much better than most exotics even) and invulnerable planet. |
Author: | zophah [ Sun Jun 13, 2010 4:36 pm ] |
Post subject: | Re: Empire Capital |
First, gas planets can only give research. Second, I guess the big problem is that homeworlds can be infinately terraformed without need to deffend it. My thoughts are these: 1. if everyone did it, it would not be unbalanced. 2. terraformers are still rare enough that it would take a while to reach the X40 mega rich. If ever. 3. instead of homeworlds being invasion proof, have the choice to make it a portectorate. even if there is the X40 mega rich, the colonizer gets half. 4. instead of making it 40GP to change it, I had an idea in another suggestion thread that a homeworld requires a 'capital city' building that takes up space and resources. It takes up the space that defences would otherwise take up, and requires enough to deter changing it too much. In fact, make the resources relative to the amount of planets a player is control of, which follows in-character that it takes a lot to center the government of so many planets. |
Author: | furlfoot2 [ Sun Jun 20, 2010 1:39 am ] |
Post subject: | Re: Empire Capital |
Weighing in here. The planet made by the ultra terraform device should be the 'only' planet that should be bound to the player with no chance of being invaded. All other planets/systems etc. should follow normal rules of engagement. Why add this as the 'capital' option? Because this is the only 'exotic' planet 99.9% of the players will ever see. |
Author: | furlfoot2 [ Sun Jun 20, 2010 1:39 am ] |
Post subject: | Re: Empire Capital |
Terraformers cannot go to ultra rich x 40 or whatnot anymore. |
Author: | Cothordin [ Sun Jun 20, 2010 1:48 am ] |
Post subject: | Re: Empire Capital |
furlfoot2 wrote: Weighing in here. The planet made by the ultra terraform device should be the 'only' planet that should be bound to the player with no chance of being invaded. All other planets/systems etc. should follow normal rules of engagement. Why add this as the 'capital' option? Because this is the only 'exotic' planet 99.9% of the players will ever see. No it isnt, exotics exist and they can be found, you just got to look for them. Heck you may even find a dyson, I did. |
Author: | Robert [ Sun Jun 20, 2010 1:50 am ] |
Post subject: | Re: Empire Capital |
15x mega rich is still a lot, mega rich is 200%, 15x mega rich is 200%+25%x15 which is 675% which means if you had 2 +4 structures on a 15x mega rich you would have 62 production plus any race/profession bonuses you have which means if you had 2 +4 research structures on a 15x mega rich and you were a vygoid you would have 74 research production from what would normally be 10. So, it still can be exploited. I know Im a ![]() |
Author: | Lore [ Sun Jun 20, 2010 2:11 am ] |
Post subject: | Re: Empire Capital |
zophah wrote: First, gas planets can only give research. When you use a terraforming device on a planet it adds 0.25 production to each resource availability, even if it was originally 0. |
Author: | Robert [ Sun Jun 20, 2010 2:15 am ] |
Post subject: | Re: Empire Capital |
even if it was originally -75% it adds one level of availibility(25%)Wait I think I get what your saying, no, if you terraform a gas planet it wont give you any mining or artifacts, only research, it only gives research. |
Author: | Barracuda [ Sun Jun 20, 2010 2:38 am ] |
Post subject: | Re: Empire Capital |
Original Research -75% After terraforming once Mining -75% Artifact -75% Research -50% |
Author: | Robert [ Sun Jun 20, 2010 2:40 am ] |
Post subject: | Re: Empire Capital |
Really? ![]() ![]() ![]() |
Author: | Cothordin [ Sun Jun 20, 2010 2:41 am ] |
Post subject: | Re: Empire Capital |
yup each time you terraform it it goes up in each resource by .25, and if its -1.0 its just not shown. |
Author: | zophah [ Sun Jun 20, 2010 3:09 am ] |
Post subject: | Re: Empire Capital |
you terraformed a sparce gas planet? |
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