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 Vacation mode BADLY NEEDED 
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Uy23e wrote:
2a. after vacation ends, for 48 hours you cannot flux, flux probe any planets. Also, Xecti Pathway Detector that would have gone off during vacation will not until go off after this 48 hours period.


this version would be truly messed up in not allowing you to even probe to see if it was scanned, I could understand the other two portions but not being able to even look if others have seen them would only be fair with full protection.


Tue Nov 08, 2011 1:20 am
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Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?


Tue Nov 08, 2011 1:23 am
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webguydan wrote:
Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?

Yes, I believe that work.
Nice idea Dan!

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Tue Nov 08, 2011 1:26 am
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webguydan wrote:
Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?

imo perfect solution since you can use it any time and come back at any time :D

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Tue Nov 08, 2011 1:30 am
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webguydan wrote:
Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?

39 B spent before I go inactive seems like way too much. After that, it would take a long time to catch up and repair everything...


Tue Nov 08, 2011 1:36 am
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ODragon wrote:
webguydan wrote:
Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?

39 B spent before I go inactive seems like way too much. After that, it would take a long time to catch up and repair everything...


they sell off bought modules or install/uninstall till they break and don't require upkeep first.


Tue Nov 08, 2011 1:40 am
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webguydan wrote:
Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?

so if they plan on going away, they need to save up 7 days worth of upkeep before going away ? (or otherwise come back to modules that are mostly destroyed, and still 0 credits)

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Tue Nov 08, 2011 1:46 am
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rkngl wrote:
they sell off bought modules or install/uninstall till they break and don't require upkeep first.

And how many days will it take get enough credits to repair/rebuy all the stuff?


Tue Nov 08, 2011 1:48 am
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ODragon wrote:
rkngl wrote:
they sell off bought modules or install/uninstall till they break and don't require upkeep first.

And how many days will it take get enough credits to repair/rebuy all the stuff?

if they sell off the modules... they'll have to add back in the mineral costs...
if they just let the modules break, module repair costs initial purchase price minus the minerals
(non-researchable modules usually aren't very expensive, so i'm only talking about researchables here)

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Tue Nov 08, 2011 1:51 am
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ODragon wrote:
rkngl wrote:
they sell off bought modules or install/uninstall till they break and don't require upkeep first.

And how many days will it take get enough credits to repair/rebuy all the stuff?


far less than the current system. We can't have everything and Dan is trying to meet us with an understandable alternative to that set-up after that 39B you spent you don't use another cred until you come back, how much more would you spend in a month if you lost internet connection or had a death or serious illness in the family? That is what this topic was made for not just I want the day off, but for a serious amount of time away from the game.


Tue Nov 08, 2011 1:54 am
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yah, but if we're not around for 7 days to claim minerals to sell to get the money needed for those 7 days upkeep, then does it really help any at all?


the way things currently are without Dan's suggestion:
i won't be online for 2 weeks.... that means i lose 14 days worth of upkeep....
if i don't have 14 days worth of upkeep my modules start breaking and I'm guaranteed to come back to 0 credits
if i don't have 4 days worth of upkeep, i'm guaranteed to come back to fully broken modules and 0 credits


the way things would be with Dan's suggestion:
i won't be online for 2 weeks.... that means i lose 7 days worth of upkeep
if i don't have 7 days worth of upkeep my modules start breaking and I'm guaranteed to come back to 0 credits
if i only have 1 day worth of upkeep, my modules will be down to 40% (or lower if some are already a bit broken), and I'm guaranteed to come back to 0 credits


really.. where's the difference? it only takes missing 10 days worth of upkeep to come back home to 0 credits and totally broken modules, and how many people keep a reserve of 7 days worth of upkeep on them anyway?

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Tue Nov 08, 2011 2:08 am
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rkngl wrote:
Uy23e wrote:
2a. after vacation ends, for 48 hours you cannot flux, flux probe any planets. Also, Xecti Pathway Detector that would have gone off during vacation will not until go off after this 48 hours period.


this version would be truly messed up in not allowing you to even probe to see if it was scanned, I could understand the other two portions but not being able to even look if others have seen them would only be fair with full protection.


If you can probe ASAP, then you can do it as soon as you come back(which you know you would if you probe planets EVER), and stone-wall whichever one was scanned during this period, effectively robbing the player who have scanned the planet their "rights" on first action upon the planet after a scan(that is, they can probably attack and attempt invade the planet before you notice it was scanned in the first place and take counter measures to defend/flux the planet)

a awesome planet can worth spending a couple bil to temporarily make it 5k population with 40k+ atk/def.... u wanna try to see if taking one of those is viable?
ofc, that would apply to fairly limited # of planet, as most aren't worth more than 2 bil to try to keep. But still.... you can do so much if it have decent value. And if you weren't gonna do anything anyway.... why does it matter if you can probe or not?

Case 1: you can probe and they wanted to invade ASAP(or as soon as the scan was made normally)
Normally: they find your planet and attack/invade it before you notice
Vacation: you probe as soon as u come back and perform some action on it, leaving no time for the scanner to attack/invade, hence they are robbed of their chance at the planet or face difficulty that shouldn't exist.

Case 2: you can probe and they didn't want to invade ASAP
Normally: they won't invade for a while anyway, any you will probably probe and flux before they eventually decide to.
Vacation: you will probe and stonewall as you come back, and probably will not be invaded due to the stone wall(and them probably not gonna invade anyway to start with), and flux after the 1-2 day period.

Case 3: You cannot probe and they wanted to invade ASAP
Normally: they find your planet and attack/invade it before you notice
Vacation: They take first crack at the planet during the 1-2 day period, you can only defend, if it is still yours, after logging on for the first time after their initial attack and seeing the log. Exactly the same scenario as it would be normally.

Case 4: You cannot probe and they didn't want to invade ASAP
Normally: they won't invade for a while anyway, any you will probably probe and flux before they eventually decide to.
Vacation: they are likely not going to attack during the 1-2 day period, and you can probe and flux afterward.

I feel 3+4 is better than 1+2, because 1 is just completely unfair, while 3 is perfectly fair and 4 is very very small risk that would probably exist anyway between your probe rounds.

anyway, to the 7 days inactive thing
upkeep is about ~5% of repair cost... it would be cheaper to let it run for 7 days than to break it unless it's almost broken anyway. so while install/uninstall method is a good idea now if you plan to go away for a considerable time, it's not if the inactive-no-upkeep was implemented.
It would be nice to also have a manual trigger for the option, but if you use it, you can't log for at least 2 days or so as an anti-abuse mechanism, or put a limit on # of times the manual can be used.
On a really random side note, you will come back to full RP, AP, MP from what I read of it~ that's 1 day of upkeep at least so you are technically going to lose only 6(or even less) days worth..... just randomly saying~

But a 3-4 days auto-turn-off might be more reasonable solution, because 7 days is a bit too painful for some high rankers.

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Tue Nov 08, 2011 2:30 am
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Lone.Lycan wrote:
yah, but if we're not around for 7 days to claim minerals to sell to get the money needed for those 7 days upkeep, then does it really help any at all?


the way things currently are without Dan's suggestion:
i won't be online for 2 weeks.... that means i lose 14 days worth of upkeep....
if i don't have 14 days worth of upkeep my modules start breaking and I'm guaranteed to come back to 0 credits
if i don't have 4 days worth of upkeep, i'm guaranteed to come back to fully broken modules and 0 credits


the way things would be with Dan's suggestion:
i won't be online for 2 weeks.... that means i lose 7 days worth of upkeep
if i don't have 7 days worth of upkeep my modules start breaking and I'm guaranteed to come back to 0 credits
if i only have 1 day worth of upkeep, my modules will be down to 40% (or lower if some are already a bit broken), and I'm guaranteed to come back to 0 credits


really.. where's the difference? it only takes missing 10 days worth of upkeep to come back home to 0 credits and totally broken modules, and how many people keep a reserve of 7 days worth of upkeep on them anyway?


difference is using the same amount of time away you need half as much on hand in creds. also while they are partially damaged they still only take decks so if you get to broken they take up the space in your crago bay and for some that means they will have more space taken up than they have cargo room so not only is everything broken and 0 creds you can't receive anything from your mineral pool as you don't have room in the cargo bay for it, that means you then have to destroy those parts and scrap arts to make room for the minerals possible only getting some of the lower priced minerals or use gp to get the needed creds.


Tue Nov 08, 2011 2:42 am
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Uy23e wrote:
rkngl wrote:
Uy23e wrote:
2a. after vacation ends, for 48 hours you cannot flux, flux probe any planets. Also, Xecti Pathway Detector that would have gone off during vacation will not until go off after this 48 hours period.


this version would be truly messed up in not allowing you to even probe to see if it was scanned, I could understand the other two portions but not being able to even look if others have seen them would only be fair with full protection.


If you can probe ASAP, then you can do it as soon as you come back(which you know you would if you probe planets EVER), and stone-wall whichever one was scanned during this period, effectively robbing the player who have scanned the planet their "rights" on first action upon the planet after a scan(that is, they can probably attack and attempt invade the planet before you notice it was scanned in the first place and take counter measures to defend/flux the planet)

a awesome planet can worth spending a couple bil to temporarily make it 5k population with 40k+ atk/def.... u wanna try to see if taking one of those is viable?
ofc, that would apply to fairly limited # of planet, as most aren't worth more than 2 bil to try to keep. But still.... you can do so much if it have decent value. And if you weren't gonna do anything anyway.... why does it matter if you can probe or not?

Case 1: you can probe and they wanted to invade ASAP(or as soon as the scan was made normally)
Normally: they find your planet and attack/invade it before you notice
Vacation: you probe as soon as u come back and perform some action on it, leaving no time for the scanner to attack/invade, hence they are robbed of their chance at the planet or face difficulty that shouldn't exist.

Case 2: you can probe and they didn't want to invade ASAP
Normally: they won't invade for a while anyway, any you will probably probe and flux before they eventually decide to.
Vacation: you will probe and stonewall as you come back, and probably will not be invaded due to the stone wall(and them probably not gonna invade anyway to start with), and flux after the 1-2 day period.

Case 3: You cannot probe and they wanted to invade ASAP
Normally: they find your planet and attack/invade it before you notice
Vacation: They take first crack at the planet during the 1-2 day period, you can only defend, if it is still yours, after logging on for the first time after their initial attack and seeing the log. Exactly the same scenario as it would be normally.

Case 4: You cannot probe and they didn't want to invade ASAP
Normally: they won't invade for a while anyway, any you will probably probe and flux before they eventually decide to.
Vacation: they are likely not going to attack during the 1-2 day period, and you can probe and flux afterward.

I feel 3+4 is better than 1+2, because 1 is just completely unfair, while 3 is perfectly fair and 4 is very very small risk that would probably exist anyway between your probe rounds.

anyway, to the 7 days inactive thing
upkeep is about ~5% of repair cost... it would be cheaper to let it run for 7 days than to break it unless it's almost broken anyway. so while install/uninstall method is a good idea now if you plan to go away for a considerable time, it's not if the inactive-no-upkeep was implemented.
It would be nice to also have a manual trigger for the option, but if you use it, you can't log for at least 2 days or so as an anti-abuse mechanism, or put a limit on # of times the manual can be used.
On a really random side note, you will come back to full RP, AP, MP from what I read of it~ that's 1 day of upkeep at least so you are technically going to lose only 6(or even less) days worth..... just randomly saying~

But a 3-4 days auto-turn-off might be more reasonable solution, because 7 days is a bit too painful for some high rankers.


for the planet type mentioned pretty much anyone would brick before leaving so most of the case type can be tossed as the action taken other than flux which I agreed on the 48 hours waiting period would have already been done. Case three assumes it is also rather recent as I've had times when my legion wasn't alerting as many elites and my news feed stopped within a week of alerts without filling the whole history so if the attack happened earlier in that timeframe I might not even know until that first wave of sabs hit and not be able to guard before the first invade has had a chance if, during the time away, I had been disabled. Granted it would be some extreme luck for them to hit the very second I got back, but it is possible.


Tue Nov 08, 2011 3:01 am
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webguydan wrote:
Since most of the concerns seem to stem from loss of modules/credits due to being away for so long, wouldn't a good solution be that after a player has gone inactive (7 days), they would no longer pay upkeep?


The way i see this is theres a flip side to every coin

Point 1: Yes it does help compared to a non exsistant system but the points made are true if a person has an emergency and cant log on for a set period of time they still get all the repair bills, zeroed modules and possibly a few lost planets.

Point 2: they will still be farmable by pvp'ers hackable raidable and be disabled which in turn leads to a bigger problem crit hacks which reveal planet locations.

Point 3: In the aformentioned no one wants to come back to lost planets. Lost planets = lost production for good = makes an uphill battle even tougher.

Point 4: With Dan's suggestion it means upkeep wont be an issue if u go inactive multiple times a year a plus to some say moving house/college/new jobs e.t.c. but as in point 2 and 3 has a dangerous reprecussion.

Point 5: I have a holiday in e.g. December i save XX number of credits for my holiday in preperation for being away from game, i come back the 7 day upkeep kicked in before my credits ran out cool. The thing is if i have a ship that requires 20bn upkeep in preperation of the holiday i effectively have to store up minerals for a week till i hit 140bn to cover upkeep for a week efectively 160bn to make sure the day i come back i can cover that days upkeep also, so in turn u have to farm for one week in preperation then away the following 2 weeks and then 1 week of catch up. 2 weeks of restricted play for 2 weeks afk time really doesn't help.

Point 6: God forbid one of us has a bereavement in the family ( touch wood ) and has to travel out of state/country/continent they really and truly atm come back to a completely messed up ship for the time months/years people put into making their ships strong best modules doing all the seemingly endless research it seems a preety harsh way atm to have an emergency and come back to a game that will require not missing a production shipment for weeks to make it playable again.

A possible solution might be if a player has ben disabled for over 24 hours and is inactive they become hack/raid immune ?

But that still leaves the problem of the modules...

Another solution might be after the seven days a special type of system is implemented that if a player is afk 7 days they tick a box server checks to makes sure of the 7 day inactivity and allows a player to repair his/hers modules for free useable once.

I hope some of this helps in some way :)

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Tue Nov 08, 2011 4:11 am
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rkngl wrote:
Uy23e wrote:
rkngl wrote:




for the planet type mentioned pretty much anyone would brick before leaving so most of the case type can be tossed as the action taken other than flux which I agreed on the 48 hours waiting period would have already been done. Case three assumes it is also rather recent as I've had times when my legion wasn't alerting as many elites and my news feed stopped within a week of alerts without filling the whole history so if the attack happened earlier in that timeframe I might not even know until that first wave of sabs hit and not be able to guard before the first invade has had a chance if, during the time away, I had been disabled. Granted it would be some extreme luck for them to hit the very second I got back, but it is possible.


If they were bricked already and u can't flux till 48 hours later, why do u need to probe it?
If you can probe it, if it was scanned, would you do something?
If yes, whatever you did(further bricking, guarding, use of artifact) etc would be UNFAIR, because if in normal gaming, the scanner of the planet will have a chance to attack the planet BEFORE you do all of those.
If no, we are back to, why do u need to probe it?

It is recent... remember, ur planet was immune to everything except scanning by rule 2a or 2b(as long as it wasn't being competed before the vacation, in which case you probably should know) and therefore, you would NOT receive any type of msg regarding planet during vacation anyway. And therefore, any attacks would be between when you come back and when you log on the next time after your come back, a very recent period of time.
There should also be a delay in crit hacks to be fair, maybe 12 hours on this one(I was never crit hacked yet... I assume it leaves a message?)

And if the attack happen at same moment as your come back, it's equivalent then they just scanned it at that moment(any moment in time being equally likely as another), and well... it's possible that you were disabled at some time when a scan on ur planet happened and they started attack, no? rare chance equals rare chance.

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Tue Nov 08, 2011 4:29 am
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I think Dan's suggestion is perfectly reasonable and should be accepted before you guys argue until you become the Congress of Galaxy Legion and in the end get nothing as this will disappear or we all will get a really F**ed up system that none of us like.

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Tue Nov 08, 2011 5:05 am
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What if there was a way you could turn it on immediately, but not turn it off until it was over?

For example, I go to turn on vacation mode. I tell it how many days I'm going to be gone. I hit OK. From then on, I can't do anything or turn off vacation mode until the timer runs out. My upkeep stops immediately, as does my production. Shields and energy still grow back. Maybe I still have access to the legion comm and the front news page, but I can't do anything else - no missions, no fighting, no using artifacts. I could still be disabled as normal.

I might be restricted as to how often I could turn on vacation mode - maybe after i used it I couldn't use it again for two weeks minimum.

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Tue Nov 08, 2011 5:46 am
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Some of you have posted concerns of being disabled and raided multiple times , after 1 disable you don't show up on the battle tab till you repair and you fall off logs after 2 days.

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Tue Nov 08, 2011 6:00 am
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Uy23e wrote:
rkngl wrote:

for the planet type mentioned pretty much anyone would brick before leaving so most of the case type can be tossed as the action taken other than flux which I agreed on the 48 hours waiting period would have already been done. Case three assumes it is also rather recent as I've had times when my legion wasn't alerting as many elites and my news feed stopped within a week of alerts without filling the whole history so if the attack happened earlier in that timeframe I might not even know until that first wave of sabs hit and not be able to guard before the first invade has had a chance if, during the time away, I had been disabled. Granted it would be some extreme luck for them to hit the very second I got back, but it is possible.


If they were bricked already and u can't flux till 48 hours later, why do u need to probe it?
If you can probe it, if it was scanned, would you do something?
If yes, whatever you did(further bricking, guarding, use of artifact) etc would be UNFAIR, because if in normal gaming, the scanner of the planet will have a chance to attack the planet BEFORE you do all of those.
If no, we are back to, why do u need to probe it?

It is recent... remember, ur planet was immune to everything except scanning by rule 2a or 2b(as long as it wasn't being competed before the vacation, in which case you probably should know) and therefore, you would NOT receive any type of msg regarding planet during vacation anyway. And therefore, any attacks would be between when you come back and when you log on the next time after your come back, a very recent period of time.
There should also be a delay in crit hacks to be fair, maybe 12 hours on this one(I was never crit hacked yet... I assume it leaves a message?)

And if the attack happen at same moment as your come back, it's equivalent then they just scanned it at that moment(any moment in time being equally likely as another), and well... it's possible that you were disabled at some time when a scan on ur planet happened and they started attack, no? rare chance equals rare chance.


1. Probe to know if you can swap back out instead of waiting and wasting possibly thousands of points needlessly?

2. actually my main action in that case would be to build up em in case they don't attack so I can build a temp flux which wouldn't affect their chances any(I've already agreed twice with the freeze on fluxes) only other actions I can think I'd take are set traps the same as I would if I noticed normally or use the CT probe to see who has scanned the planet(which I could see also blocking for the 48 hours as that could lead to "preemptive" strikes.
for the second point same answer as to the first question. I regularly probe before upgrading or place new major arts so I don't just hand it over to the next guy.

3.crit hacks do tell you that you've been crit hacked, but not the planet meaning you either ask and hope to be told or probe.

4. The difference is in the planning and timing, even if you can't alert it you can tell the legion its stats, the owner, and any art and structures on it. So you can have a team of sabs ready to hit the second you can attack which is the situation I had described before.


Tue Nov 08, 2011 6:04 am
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