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 Anti-Ship bots 
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Joined: Fri Jan 21, 2011 9:05 pm
Posts: 20
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Players who have heavily invested in a particular strategy are always the first to reject a change. Rejection often comes from fear. Fear that a change may challenge their game plan..

When badges and in particular Red badges were introduced, I was too advanced in one particular strategy to benefit from it. Other new players benefited from the red badge rewards, which were much harder to get for me... I had disregarded heavily investing in TO for PvP as , at the time PvP had absolutely no player benefit to me (I am referring to the period pre-red badges).
Introduction of red badges introduced many possibilities. And I adjusted my strategy accordingly.

I see the same thing here. If reducing deck size is a huge advantage to player X, it will also present similar advantages for player Y... So both players benefit equally.. No one player will benefit more. I see no reason why "Mento" or any other player would take over the galaxy more than anyone else... Any player choosing to reduce his deck size to (rank +19), which appears to be the equilibrium for damage cap, would forgo many modules, either bought or acquired through missions/purchased through GP. A Rank 2000 player with a ship size of 2019 will not be able to fit that many modules...Choosing which one to fit, and when would become a key strategy decision. If a high rank player will remove Cloak modules for example, many lower ranks will have a go at hacking and getting many RP for his efforts, etc..

What this idea introduces (in my opinion) is an additional level of strategy/options to players, especially high rank players.

I have heard that many high rank players complaining about "lack of content".. well this will definitely add more "content" to those high rank players...If forces them to think about what they are doing, and reconfigure their ship to suit the particular objectives they have in mind. I could imagine they could have ability to create std configurations they could switch between (might want to introduce a time delay on the change of config.. ie 1 minute or so.. to prevent players from switching too quickly from one to another) : combat config, sleep config, Scan config, Hack config, etc..

It also give Ship-Bots a purpose again... I may choose to remove 1000 decks one day for a particular reasons, and then add them back again afterwards (if I have 1000 ship bots stored.... and am patient enough to click 1000 times to take em off and 1000 times to put em back on).

I think, too many times, that players are "poopooing" ideas before exploring/analysing them.


Sun Jan 13, 2013 10:48 am
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Joined: Tue Aug 09, 2011 2:15 am
Posts: 3056
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have you totally failed to see the REAL reasons that suddenly dropping your damage cap down to 1/4th of what it used to be will mean???
you will NEVER drop mento, you could have a WHOLE LEGION hitting him and his shield recharge would mean that hes just not going down... you simply wouldnt be able to do enough damage before it ticked upwards.

not everyone has mentos ship, but with a ridiculous suggestion like this, we'd all be a hell of a lot closer to being invincible.

refer to my previous post. my ship has ~60K unbuffed hull/shields and my damage cap should be roughly 2600 based on decks...

as it is, IF someone is hitting my damage cap, its a minimum of 23 hits to drop me (23*5=115 energy) not so bad, but not many are hitting my damage cap without a lot of artis thrown my way.( extra energy used)

now if we switch to rank+19 /2 for my damage that suddenly means the damage cap is 425 damage... that suddenly puts my ship into the range of requiring 141 hits (141*5=705 energy) plus shield recharge that will surely happen in all that clicking..

now i dont mind pvping as it is, i went and killed ~40 people yesterday... took ~10K energy... under your proposed change, i would only be able to kill 10 people at most. throw in that youll be wasting 300 energy just to hit some traps.. huge waste.


so please, think and try to understand whats been posted before being an idiot and saying that it wouldnt change anything.
the people who DO run SSBs i give them many kudos for having the patience of having a 'crappy' ship in the short-mid term play time, and have beastly not worth the energy drain ships later on.


sidenote, i remember playing and fighting with EJJAKAI when i was a lower ranked ship. she was ungodly to drop when i was closer to her rank (200-300 maybe), ive shot way up and past her in rank, (840ish) and she was alerted the other day, i did NOT drop her.. shes running with next to nothing on her ship for modules and IIRC her damage cap was ~300ish which is coming from her deck count

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Sun Jan 13, 2013 12:26 pm
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Joined: Wed Sep 19, 2012 9:44 pm
Posts: 1997
Location: Causing chaos somewhere
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BigBadBoris wrote:
Players who have heavily invested in a particular strategy are always the first to reject a change. Rejection often comes from fear. Fear that a change may challenge their game plan..

When badges and in particular Red badges were introduced, I was too advanced in one particular strategy to benefit from it. Other new players benefited from the red badge rewards, which were much harder to get for me... I had disregarded heavily investing in TO for PvP as , at the time PvP had absolutely no player benefit to me (I am referring to the period pre-red badges).
Introduction of red badges introduced many possibilities. And I adjusted my strategy accordingly.

I see the same thing here. If reducing deck size is a huge advantage to player X, it will also present similar advantages for player Y... So both players benefit equally.. No one player will benefit more. I see no reason why "Mento" or any other player would take over the galaxy more than anyone else... Any player choosing to reduce his deck size to (rank +19), which appears to be the equilibrium for damage cap, would forgo many modules, either bought or acquired through missions/purchased through GP. A Rank 2000 player with a ship size of 2019 will not be able to fit that many modules...Choosing which one to fit, and when would become a key strategy decision. If a high rank player will remove Cloak modules for example, many lower ranks will have a go at hacking and getting many RP for his efforts, etc..

What this idea introduces (in my opinion) is an additional level of strategy/options to players, especially high rank players.

I have heard that many high rank players complaining about "lack of content".. well this will definitely add more "content" to those high rank players...If forces them to think about what they are doing, and reconfigure their ship to suit the particular objectives they have in mind. I could imagine they could have ability to create std configurations they could switch between (might want to introduce a time delay on the change of config.. ie 1 minute or so.. to prevent players from switching too quickly from one to another) : combat config, sleep config, Scan config, Hack config, etc..

It also give Ship-Bots a purpose again... I may choose to remove 1000 decks one day for a particular reasons, and then add them back again afterwards (if I have 1000 ship bots stored.... and am patient enough to click 1000 times to take em off and 1000 times to put em back on).

I think, too many times, that players are "poopooing" ideas before exploring/analysing them.

No we are -1ing this idea because it has been sugested and anylized in depth before and it is a terrible idea. For instance I could get 100s of decks more one day to go on a massive scan blitz and then once im done go back to ssb. The whole reason why dan lets ssb remain and not being a exploit is they have to make large sacrifices. You put the decks on to fit usefull things. you want them off now to make your ship stronger. TOUGH LUCK. Reset or bear it. And your 'every change will upset someone' is no defence of this as you and a tiny minority of the gl comunity actualy want it and there are many ssbs out there who would have their months of effort destroy'd and probably quit. So what would dan think about this, Either make a tiny amount of people happy and make mento invincible OR keep it as it is and not lose thousands a year through loyal paying players quiting because of this.
Not Going To Happen

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Sun Jan 13, 2013 12:37 pm
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Joined: Tue Jul 13, 2010 10:01 pm
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I like this idea :twisted:

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Sat Jan 19, 2013 5:39 pm
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Joined: Mon Nov 21, 2011 1:08 am
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mento wrote:
I like this idea :twisted:

Lol. We knew you would.
Could be an exotica protector for hire. Click a nano every half hour or so and you would be good.

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Sat Jan 19, 2013 6:39 pm
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Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
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KJReed wrote:
mento wrote:
I like this idea :twisted:

Lol. We knew you would.
Could be an exotica protector for hire. Click a nano every half hour or so and you would be good.

lol :mrgreen:

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Sat Jan 19, 2013 8:30 pm
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