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 Put the strategy back into the game 
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Joined: Fri Jun 25, 2010 1:16 am
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Pongoloid wrote:
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I don't think the game keeps track of how many brackets you add to your ship.
Prolly not, and since there are Lazuli toys that add hull and stuff, it would be impossible to get a 100% reading on brackets; it would have to be based on total hull/shield added. Not a huge problem/drama to work with, though.

Profession/race bonuses are calculated after the fact. This would be a bonus without the cap; as Wolfy implied, a level 1500 non-lazuli could have more hull than a level 2000 lazuli.

I'm not judging the actual merits of this idea; a person who levels to a certain point shouldn't automatically have a better ship than someone who takes their time and thinks things out.

On the other hand, from time to time, things do seem to be out of control. I do think that if there was more to research and upkeep was higher, it might make mining/research more necessary and would help reduce general artifact production as a whole.


Mon Nov 25, 2013 10:52 pm
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Arturo wrote:
What would happen to ships that are well over your proposed caps? Would ships that were made before the caps were implemented be allowed remain over the caps until they rank up enough, or are you suggesting that these ships be nerfed? Are you willing to have your ship nerfed? Are other players willing?



Edit: I like the idea of caps on artifacts but if it results in mass nerfing then I doubt many others will jump on board.


They would be capped so they can't add more. Until the reach the rank they are below the cap. 100 brackets per rank is still quite a lot, I don't have that many.

Calculating is not difficult, divide % from modules, race and profession. Subtract amounts from modules and the remaining is from brackets. What might be difficult would be the tracking the amounts. Thousands being added daily. Would clog servers, and you think the lag is bad now. I might be easier to just put a fixed amount of hull like 100x rank. and 50x for shields. before % buffs, but that makes all modules that add stats useless unless they are %, ability, scan or cloak.

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Mon Nov 25, 2013 10:55 pm
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Subtract amounts from modules and the remaining is from brackets.
What about Parts Vaults and Microfusers?

:eek:


Mon Nov 25, 2013 11:01 pm
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The solution is not a ship cap but a planet cap! say you cap at some large but resonable number like 500 planets +the mission bonus planets (colanize/dyson/exoctic/rift). people over rank 2000 will have to remove planets. Problem comes from production not from the output of that production cut the probelm at the knee (alterantively some other measures include cut artifact storage so its more in line with mineral storage, Make artifact production base buildings give less artifact (maybe half?). Artifacts are the best resources, just make em a bit more rare and cap the total resource output you will greatly slow or stop your problem.


Tue Nov 26, 2013 12:17 am
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I'd like to see more useful races/proffesions, since most are useless at a higher game standpoint, there needs to be some tweeking to open up different, but viable long-term game styles where there is are benefits and drawbacks to each choice

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Tue Nov 26, 2013 12:45 am
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Pongoloid wrote:
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Subtract amounts from modules and the remaining is from brackets.
What about Parts Vaults and Microfusers?

:eek:


I have added 19727 brackets (including parts vaults and microfusers) I think at this point they are insignificant enough in number that they can be ignored.

draxsiss wrote:
The solution is not a ship cap but a planet cap! say you cap at some large but resonable number like 500 planets +the mission bonus planets (colanize/dyson/exoctic/rift). people over rank 2000 will have to remove planets. Problem comes from production not from the output of that production cut the probelm at the knee (alterantively some other measures include cut artifact storage so its more in line with mineral storage, Make artifact production base buildings give less artifact (maybe half?). Artifacts are the best resources, just make em a bit more rare and cap the total resource output you will greatly slow or stop your problem.


I have over 200 free spots. Sure go ahead reduce the cap on planets. Reduce it down to every 6 ranks you get a new slot for all I care. I still will have 12 open slots. Problem still there...no strategy.


ODragon wrote:
I'm not judging the actual merits of this idea; a person who levels to a certain point shouldn't automatically have a better ship than someone who takes their time and thinks things out.

On the other hand, from time to time, things do seem to be out of control. I do think that if there was more to research and upkeep was higher, it might make mining/research more necessary and would help reduce general artifact production as a whole.


I agree, but I am not suggesting a rank 2000 is better, just should have a more realistic possibility of being better. Since the way current way is that with rank you gain planet slots, but most people don't add planets as they rank since the cost of them get ridiculous. But at the same time, someone at rank 1500 who has been playing for 3 years and just collecting shouldn't be better than someone who has gotten to rank 2000 and has more production in the same time, but due to damage caps be easier to kill. This is intended to make ranking a good strategy as oppose to now, where you just lose more content w/ little to no reward for it.

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Tue Nov 26, 2013 1:08 am
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I gotta say wolfie....best post so far! That should mean something coming from me. I'm at my end game with GL....should be something like a War option...people can zero others, but in reality who cares? should be a way to cause damage, something that would make someone think...if i do this? attack? take planet? hit base? what bad can happen to my ship?
At the moment, there is no ill effect to someone who can just hit multiple people and legions, only to have someone friendly zero your hacks and kill you, while you wait till the next time you get online and do whatever you want. I did this tactic before anyone i know did....it works, i know! there needs to be some harm done to someone that wants to cause a massive amount of offensive actions! i've played so many strategy games and this game is far from that definition. there needs to be more options! there are no repercussions for people who want to do whatever they want....Balance the game! Cap the higher levels from rescued prisoners.....we are leaving everyone else behind! If possible start a GL 2.0 if you have to write new code! i'll play it!

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Tue Nov 26, 2013 2:29 am
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Lothairmilitia wrote:
If possible start a GL 2.0 if you have to write new code! i'll play it!

Call it GL new galaxy :) but yeah.

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Tue Nov 26, 2013 2:38 am
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One of the things mentioned a long time ago was diminishing returns.

00,000 - 10,000 1 Rank point = 2 TO/Engineers/etc
10,001 - 20,000 1 Rank point = 1 TO/Engineers/etc
20,001 - 30,000 2 Rank point = 1 TO/Engineers/etc

This would at least slow down the progress while not halting it completely.


Tue Nov 26, 2013 2:51 am
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Diminishing returns works if they continue to diminish as it increases (continually approaching 0) otherwise the problem is just kicked down the road.

For those asking about microfusers or whatnot, I think the hard cap should be on raw stats per level, regardless of whether those stats are gotten from AP or NPC drops.

Imagine a system where you had some overall limit on combined stats per rank, so you had to pick either more hull or more tac officers or more engineers... I think this would both reduce the "god mode" problem, and create a much larger diversity of playstyles.

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Tue Nov 26, 2013 3:28 am
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ICBLF wrote:
Diminishing returns works if they continue to diminish as it increases (continually approaching 0) otherwise the problem is just kicked down the road.

For those asking about microfusers or whatnot, I think the hard cap should be on raw stats per level, regardless of whether those stats are gotten from AP or NPC drops.

Imagine a system where you had some overall limit on combined stats per rank, so you had to pick either more hull or more tac officers or more engineers... I think this would both reduce the "god mode" problem, and create a much larger diversity of playstyles.

that would essentially just be putting a soft cap on attack and energy.

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Tue Nov 26, 2013 3:32 am
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KJReed wrote:
that would essentially just be putting a soft cap on attack and energy.

If it worked how I envision it, it would be a hard cap on all stats where the distribution is customizable.

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Tue Nov 26, 2013 4:35 am
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KJReed wrote:
ICBLF wrote:
Diminishing returns works if they continue to diminish as it increases (continually approaching 0) otherwise the problem is just kicked down the road.

For those asking about microfusers or whatnot, I think the hard cap should be on raw stats per level, regardless of whether those stats are gotten from AP or NPC drops.

Imagine a system where you had some overall limit on combined stats per rank, so you had to pick either more hull or more tac officers or more engineers... I think this would both reduce the "god mode" problem, and create a much larger diversity of playstyles.

that would essentially just be putting a soft cap on attack and energy.

It could have the added benefit of making modules more valuable. If you were hard locked on attack, upgrading to quasis might make more sense.


Tue Nov 26, 2013 5:16 am
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How about this strategy idea?


Warring Legion idea
-2 legions locked on each other, disabling ships from other legion gives War badges instead of Red badges.
-War last for 48hours or more than 70% members disabled.
-War badges (or Gold perhaps) can use to purchase new artis.


or



New Legion lock functions idea
-Opposing players has the choice of attack and disable (standard) modules of the base and/or standard base attack
-Modules have own hp of its own, disabling it will reduce the base efficiency to defense itself
-Disable hull module to reduce the overall hp. Disable all shield modules to disable shield regen
-Disable attack/defense module to reduce the attack/defense
-Disable production module to troll
-Disabling modules DOES NOT disable the base itself. Traditional disable need to gain silver badges


-Base defenders can guard each module like planet guard.
-Unguarded module has 10% of total base atk and 10% of total base def
-Guarding combines player's atk/def bonus to the module.
-Ship must be disabled to release guarding
-Defenders can freely switch guarding different modules.
-Players attacking on guarded module will show up on the defender's ship log and prompt.
-Defenders can FIX disabled modules using base funds (during and/or after base lock)



What do you guys think of this?


Thu Nov 28, 2013 8:37 am
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I like the idea except for the production moduals being targetable, I could see people locking high end legions just to piss them off by disabling their income stuff. Now if instead of reducing their income/modals it merely increased your bases modals by a fixed % each..... (you stole their excess production, ) say by 5% per disable....


Thu Nov 28, 2013 3:26 pm
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Personally, I find the idea of a "war mode" unworkable... leaders rushing their members off to war to keep themselves amused tends to have consequences for your legion.
By all means, go to war if for some reason you feel you *need* to... I just don't see a "mode" working in any way, shape or form.

As for targeting base modules, I don't really see how that would improve the strategic content.
I suspect it would just mean people silly enough to try will get hammered by defenders, or they will be strong enough so they wouldn't bother in the first place.

Best strategy would be not to do it... and simply help taking down the base.


Fri Nov 29, 2013 2:07 am
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draxsiss wrote:
I like the idea except for the production moduals being targetable, I could see people locking high end legions just to piss them off by disabling their income stuff. Now if instead of reducing their income/modals it merely increased your bases modals by a fixed % each..... (you stole their excess production, ) say by 5% per disable....


lol. that's the point of it ... pissing others off.
agitating others and force them to leave their guarded posts to guard elsewhere is part of the strategy.
but it doesn't really hurt unless they don't have money to fix it.....besides the base production point is measured by hour, if they fix it before the production point countdown reaches 00:00, they'll still get the points.
the trick is, there's no counter unlike us, normal planet productions, this creates tensions - like a guessing game. unless of course the base legion's coffers are brimming high, the legion members can simply fund a fix immediately.

on the other side, the attackers also takes risk by hitting production modules, as it doesn't help in "weakening" the base, just a feint or direct-attention. this definitely wastes their energy points.


Deigobene wrote:
Personally, I find the idea of a "war mode" unworkable... leaders rushing their members off to war to keep themselves amused tends to have consequences for your legion.
By all means, go to war if for some reason you feel you *need* to... I just don't see a "mode" working in any way, shape or form.

As for targeting base modules, I don't really see how that would improve the strategic content.
I suspect it would just mean people silly enough to try will get hammered by defenders, or they will be strong enough so they wouldn't bother in the first place.

Best strategy would be not to do it... and simply help taking down the base.


it's just a random idea.
but to me, a War means 2-party needs to get involved, means cross-fires need to be triggered in order for this happen (a single party cannot war on other alone) ... and wars tend to get very messy, people suffer .... sacrifices had to be made, infamy gained, some losses, some gains.......something like that


let me revise, how about this?
-A leader uses 10 red badges to lock on a potential war target (by typing the legion name)
-Upon lock-on, the defender legion will be notified
-Attacking legion will able to see the defender's players often in their battle tab.
-Attacking legion need to disable atleast 50 times of any defender's players (multi-stackable) to reach 100% aggression (2% each)


-Defending legion does not have any battle tab advantages (because it's a surprise attack from attackers)
-Defending legion can retaliate the disable, it shows in the ship log
-If Defending legion "retaliates" by disabling their attacking legion, also atleast 50 times (multi-stackable) till reaches 100% aggression, the War begins.
-If Defending legion retaliations did not reach 100% aggression or lock-on period ends in 4 hours. No War mode triggered.


-If War mode triggered, both parties will be hammering each other. lol
-Both parties will have their battle tab, fully filled with opposing legion players. (there's no distraction, both legion is angrily focused on each other)
(this where the most strategy comes)

War is EXHAUSTING (definitely)
-It is expected, NOT everyone will fight the war, some might give a try, some might bash a few, there might be a few might drop out totally. This is the psychological of it. (some soldiers fight hard, some take it easy)
-That's why I stated which legion having their 70% members disabled, will LOSE the war.

In order to win the war, the legion must have:
1. Eager heavy hitters.
2. Online members (obviously)
3. Enough credits to revive themselves everytime they're disabled (so they won't reach 70% members disabled)
4. Faith and trust in the other members that they'll continue to stand, even after taking multiple falls.
5. Good 2-way communication (or maybe intelligence)
6. Outsiders' help (aka Alliance) - Other player can normally scan any players in their battle tab and can help tipping the scales. Only players engage in war cannot scan other players beside the opposing legion members.
7. Strong will to win


Will is different from ship's strength. Not every player willing to risk a few disable stats for victory.
-If both legion cannot force the other members into 70% disabled, the War ended in 48 hours with a cease-fire

About the rewards, obviously the winner takes it all........but encourage & reward those participating, maybe any member successfully disabling any opposing legion member is rewarded an extra War badge (this applies to both legions)

nice story? lol


Sat Nov 30, 2013 6:45 am
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Can a mod take the war mode stuff and make it into its own thread? While it is a nice idea, it has nothing to do with mine.

I want people to have to think of what they do and have consequences for doing it. Not just rack up artifact points and become invincible.

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Sat Nov 30, 2013 9:09 am
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Serpentarius my point was their would be people who wouldn't CARE about disabling the base. SO they would just target prouduction becuase they could.


Sat Nov 30, 2013 10:40 pm
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Renewing strategy - yes.

Adding cap/rank - No. Why? Simply because then a lot of players will quit. Big ships will quit because they are gonna need like 2000-9000 ranks more to even start adding a new stat. Small ships because they will be so underpowered compared to the already buffed ships, they are gonna need 3000-10000 ranks to become like big ones.
Plus all this idea is similar to communism - lets make everyone equal. Where is there a fun and strategy in that? Yes, you might choose different paths - energy or attack etc. But then this would require a full reset and everyone starting from zero. Plus, do not forget, this is a pay to play game - those paying need to see big benefits compared to non payers, otherwise - they will stop paying and consequentially the game shall stop existing.


Mon Dec 02, 2013 4:24 am
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