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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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With the current direction of GL, I think the time has finally came for improved energy regen.
The details, well, it doesn't really matter how. We could brainstorm missions, artifacts, anything. Having it as something that you can buy with Raix, for example, means you would get the energy regeneration only once you really need it, as well as fit with the theme.
But the fact is there has to be a delicate balance between being able to wait to regain enough energy to level, and being impatient enough to use GP to save the time. Expect some loose numbers below, but even being off by 50% doesn't really change the point.
The new Raix mission is amazing, but is effectively an 8000 energy tax Per Day. The new legion missions are great, but offer exp returns of anywhere between 0 to 0.15 exp per energy spent. Lets assume 6k per day. The last group of biweekly missions had great storylines, but required 11000 energy per day, at very low exp. Three bases per day, could cost 50 energy or 50 000. Lets leave this out, as it offers slightly better exp return.
It is safe to say that when we have the next mission chain out, we will require up to 25k energy per day to simply do our basic tasks, not counting npcing, pvp, etc.
Twenty Five Thousand Energy.
That is Two Hundred Hours worth of regeneration at current maximum required PER DAY.
Now, currently other than being a mega-energy ship (and being the 1%) the only way to possibly manage this is literally constant npcing, with the spare energy used every single day on completing as many of these tasks as possible. This would be fine as a top up, but it is not possible for an entire legion, discounting the top few of course, to expect members to be able to npc for several levels every day simply to maintain the basic requirements of high level ships.
So the balance is off - we require either monolithic energy, to spend GP every day we do not get a free recharge, or to spend half the day npcing.
Energy regen needs to be increased to the point where people can at least try to do these a few times a week without the above conditions. Not every day of course - there always has to be an incentive to be stronger, and to buy GP.
But if a player cannot play at least regularly... they are going to stop playing.
_________________Co-leader of Lords of Infinity Awesome ships, Awesome base, All breakthroughs. Join us today!  
Last edited by Golgotha on Mon May 19, 2014 12:44 am, edited 1 time in total.
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Mon May 19, 2014 12:16 am |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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+1
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Mon May 19, 2014 12:19 am |
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swinephil
Joined: Sun Aug 26, 2012 7:06 am Posts: 510 Location: New Zealand
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yep, +1
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Mon May 19, 2014 1:03 am |
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asquall
Joined: Wed Dec 05, 2012 8:22 am Posts: 1121
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Please check the OP's post before +1 ing this : we need to brainstorm the idea.
A ship-mod ability : 8 hours cooldown, recharge 5% of your maximum energy.
A ship-mod (from a legion mission, perhaps?) : Grants 1 energy charge per upgrade, max 10 upgrades. (that would put the timer at 20 sec per tick, equal to 180 energy charge per hour)
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Mon May 19, 2014 1:17 am |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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-1
sure I would like to get 25.000 energy from my relays pr day but I dont think it would be good for the game
at rank 1400'ish I'm more or less out of missions to do
the only 3 real mission chains I have left are Protecting the Colonies (Drannik Chain) NFX-2 Integration (Sha'din Chain) Vengeful Deeds (High-Level Crimson Chain)
and a few stand alone missions I just havent bothered to do
Shield Strength Test Repair Warp Gate Weapon Yield Test The Shadow Lab The Rift Project The Krionite Vortex Cracking the Protovault Transporting the Bomb Journey of the Magnus Building the Injector Komarran Unrest Exo-Rift Expansion
give new players a to high energy regain, and they would proberly run out of missions to do in less then 6 months and rank theire ships so farst that it would make PvP combat extreamly hard for them
and what then, we get 2 to 3 new mission chains pr year..... with nothing to do but legion missions once every 3 days, base combat,PvP and NPC combat and repedable missions - a lot of players stop beeing as activ as they were to start with or even quit
as I see it, the point of the new The Tejiar Reformation mission and other high energy tasks isnt trying to do everything every day and gaining 3 to 5 ranks pr day but Picking what you want to do with the ranks you want to gain, and getting that done
I wouldnt mind a final relay that increased max energy regain from 2880 energy pr day to 4000 energy to help low/mid rank players get more things done but, i dont think we realy need it, even at low rank, I have always been able to gain 1 rank pr day from Max energy + ragain and how mutch energy that is, will increase as you add more Engineers and install reactors
_________________Champion of Darmos 
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Mon May 19, 2014 5:03 am |
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asquall
Joined: Wed Dec 05, 2012 8:22 am Posts: 1121
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DarkMar wrote: give new players a to high energy regain, and they would proberly run out of missions to do in less then 6 months and rank theire ships so farst that it would make PvP combat extreamly hard for them Then just make it so that new players 'cannot' access it. The energy regen is aimed at higher-ranked (and experienced). 1100 medal points?
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Mon May 19, 2014 5:12 am |
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KAV
Joined: Sun Dec 19, 2010 4:53 am Posts: 30
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I do think there could be another energy boosting artifact or module. I also feel it should be restricted to those over rank 1000 or maybe by missions completed like the omnibase and such.
I doubt it would be good as a faster recharge time like a relay gives but perhaps a artifact with a Cooldown that does it for a set time? like some kind of say... dark badge or other badge related recharge. Costs 'X' badges to use, Charge +10 for 4 hours.
That would still allow players who bought F.A.T.H.E.R.S in game an advantage so I suspect it would get Dan's favor. I can't fit into those free survey offers apparently so... yeah, I got no fathers myself.
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Mon May 19, 2014 5:26 am |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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As I mentioned, the point of this is not to give people 25k energy a day - just the ability to conceivably manage to do 25k energy's worth of stuff every 2-3 days based on regen and not 30xlevel in engineers. Large medal point requirements could also work, as could it even being flat out based on level, such as regaining 1 extra point of energy per tick per 1000 levels. Actually, getting two energy back per tick instead of simply speeding up tics may be a good idea in general, as it will not add to server load. I also think that this is definitely high level stuff, not low level. This level of regen should not be needed except for people who need to do all these things I listed. For example, if we say 20k energy needed every three days, that means we need 278 an hour. That may be too easy though, so lets drop it back down to 240, or double what we currently get (two energy per tick). 20k energy per 3 days should allow a high level ship to do a legion mission or two daily missions in that time without autolevel shenanigans, but still keep them desiring recharges. As I mentioned, my first idea was to put it as part of the Raix rewards, meaning you would need to already have the ability to at least struggle through the previous energyhog of a mission. However, that may put too much importance on one mission. Perhaps it would be better to have the medal requirement and require relic badges? Thanks to Asquall for obviously reading the whole thing i posted I see why you would suggest the 5% boost recharge, but i worry that will continue to place huge emphasis on millions of engineers, instead of regaining the ability to "screw up" a level and only not playing for 3 days, instead of 10.
_________________Co-leader of Lords of Infinity Awesome ships, Awesome base, All breakthroughs. Join us today!  
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Mon May 19, 2014 5:28 am |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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asquall wrote: DarkMar wrote: give new players a to high energy regain, and they would proberly run out of missions to do in less then 6 months and rank theire ships so farst that it would make PvP combat extreamly hard for them Then just make it so that new players 'cannot' access it. The energy regen is aimed at higher-ranked (and experienced). 1100 medal points? this is where we disagrey..... viewtopic.php?f=2&t=40817Quote: The 'Raix' mission chain has been completely archived for ranks 300+. This includes the following missions:
A Distant Detonation Factions at War The Strain of Conflict A Choice of Sides The Garathon Offensive Crimson Retaliation The Crimson Bait Assault on the Capitol The Tejiar Reformation (new)
Note that 'A Choice of Sides' will no longer offer a voting option.
Other changes:
* Special Materials that apply to their own markets will now be sorted to the top of the list in the Trade tab. so the new 8.000 energy pr day mission is aimed at, as you put it, higher-ranked (and experienced) rank 300+ players  if you ask me, that chain should have been atleast rank 800+ instead, and the same with some of the new legion mission tasks like Arenas of the Darmos Games task 3 (the hunt for darnos drones) and The Tenebris Discovery (late timeline) task 2, (the hunt for Bralkir Warships) a lot of the New content in the game wasn't realy meant for low/mid rank players, but they still have acces to it so ofcourse they want to do, but dont realy have the energy needed as I sayed, I wouldnt mind getting a final modul that increased energy regain a bit, and I think that low/mid rank players should also have acces to it atm the max Regain is 120 energy pr hour = 2880 energy pr day with 2 F.A.T.H.E.R. and 90 energy pr hour = 2160 without them 3 days = 8640 energy with F.A.T.H.E.R. and 6480 energy without F.A.T.H.E.R. Golgotha wrote: As I mentioned, the point of this is not to give people 25k energy a day - just the ability to conceivably manage to do 25k energy's worth of stuff every 2-3 days based on regen and not 30xlevel in engineers. if you want players to have 25 energy every 3 days (without having to rank), the regain needs to be around 8.000 energy pr day = 333 energy pr hour I dont think we will get that.... but, 4K energy pr day (with F.A.T.H.E.R.) / 3K energy pr day (without F.A.T.H.E.R.) would be a start a new Charge +10 module, would increase max energy regain to 180 energy pr hour = 4320 energy pr day (with F.A.T.H.E.R.) and 120 energy pr hour = 2880 energy pr day (without F.A.T.H.E.R.) it wouldn't give you 25K energy every 3 days, unless you also gain 12K energy from 1 rank up but would still alow a players to spendt 1-2K extra energy pr day on Low exp/energy tasks and it could be linked to medal points, or even some thing you have to buy with Relic badges
_________________Champion of Darmos 
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Mon May 19, 2014 2:02 pm |
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Levrosh
Joined: Mon Jun 04, 2012 9:35 pm Posts: 1975
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+1 to higher regen
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Mon May 19, 2014 2:12 pm |
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DarthRavadge
Joined: Tue Feb 08, 2011 4:26 pm Posts: 1621 Location: Orbiting the ruins of your base
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I'm not opposed to a slightly higher regen but it should definitely have the 1100+ medal requirement. Also a lot of people continue to forget that just because you CAN attempt to do a mission does not mean you SHOULD attempt to do that mission. If you are not at 15x your rank in Energy you will find that many tasks impossible to complete in a timely manner. Once again... "High level content"
_________________ "Honor is a fool's prize, glory is of no use to the dead"
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Mon May 19, 2014 3:37 pm |
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squodge
Joined: Wed Nov 07, 2012 10:38 am Posts: 104
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I'm wondering if it would be a good idea to implement a faster energy recharge rate only if there were a serious enough disincentive, e.g. you require at least a ship size of 4,400 deck space, which would obviously repel the small ship build players. Or perhaps if you had to own at least 250 planets, which is akin to saying you need to be just under Rank 1,000 - again that would deter the slow/freeze rankers. Only those of a high rank AND a big ship build could benefit from any energy regeneration that's beyond the current max of 120/hr.
I'm all for new ideas. But there has to be disincentives for such a huge benefit. At the moment, I can't think of any game where energy is used that allows players to get energy superfast. Well, apart from Candy Crush where players just keep changing the system clock lol.
I'm all for faster energy regen... just needs to have disincentives to put off those players that want their cake and eat it.
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Mon May 19, 2014 7:29 pm |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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make it remove a % of your attack?
Enhansed energy Tubes
By redirecting constant weapons fire in to our energy stores we can restore the ships power supply much more quickly
effect -20% attack as long as its equied (installed or uninstalled) + 10 energy charge?
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Mon May 19, 2014 8:18 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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draxsiss wrote: make it remove a % of your attack?
Enhansed energy Tubes
By redirecting constant weapons fire in to our energy stores we can restore the ships power supply much more quickly
effect -20% attack as long as its equied (installed or uninstalled) + 10 energy charge? +10 energy charge, isnt worth -20% attack we are talking 4320 energy pr day vs 2880 energy pr day (with F.A.T.H.E.R.) = 1440 extra energy pr day presuming you rank once pr day, all you would need to get presisly the same without the attack penalty is 1440 extra enginers = 720 rank points = 240 Rescued Prisoners
_________________Champion of Darmos 
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Mon May 19, 2014 8:51 pm |
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Hallucinations
Joined: Sat Jul 14, 2012 8:35 am Posts: 1301
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Energy demands in the game are going up and I doubt that will stop.
With missions giving less exp for more energy used, sinkholes that eat energy for no return and the extreme costs of the new missions are leaving most legions out of energy to do anything else.
I would suggest an ally that is energy based and has a small % buff (3%) as well as a small energy recharge rate (+3).
Whatever happens to give the galaxy a little more juice, +1 because we need it.
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Mon May 19, 2014 9:10 pm |
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Sereomontis
Joined: Tue Oct 18, 2011 8:15 pm Posts: 476
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Hallucinations wrote: Energy demands in the game are going up and I doubt that will stop.
With missions giving less exp for more energy used, sinkholes that eat energy for no return and the extreme costs of the new missions are leaving most legions out of energy to do anything else.
I would suggest an ally that is energy based and has a small % buff (3%) as well as a small energy recharge rate (+3).
Whatever happens to give the galaxy a little more juice, +1 because we need it. This is a good idea, this could work.
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Tue May 20, 2014 7:08 am |
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asquall
Joined: Wed Dec 05, 2012 8:22 am Posts: 1121
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An ally ... requires to be Inergon to acquire it  That would be wonderful!
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Tue May 20, 2014 8:43 am |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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The energy regen could be a second energy bar with a different (exclusive) set of relays. Just throwing an idea out there. (Always thought of this.)
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Wed May 21, 2014 1:45 am |
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qusad
Joined: Mon Mar 31, 2014 6:13 am Posts: 3
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Maybe a 5 year (1826 days) medal with a relay award.
Recharge rate of X (30-40) seconds, reduces the energy by Y (200-400). Has an activated ability to restore Z% (3-10) energy, costing W units of *EM, CTP, XTS-9, badges, etc* every H (24-48) hours .
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Fri May 30, 2014 5:52 am |
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Ghznl
Joined: Thu Oct 18, 2012 11:17 pm Posts: 140
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qusad wrote: Maybe a 5 year (1826 days) medal with a relay award.
Recharge rate of X (30-40) seconds, reduces the energy by Y (200-400). Has an activated ability to restore Z% (3-10) energy, costing W units of *EM, CTP, XTS-9, badges, etc* every H (24-48) hours . Not sure if you realize, but the lowest timer is already 30 seconds per energy. You make something like that, and people will start recharging 1 energy per second. Tweak it to reduces rate by 5-10 seconds or something. Thats 144-188e/h instead of an ungodly 3600e/h. Id leave XTS-9 out of that, because it takes quite a bit of energy to get just 1. If the recharge costs more than that, youll be dumping in thousands for a 3-10% recharge, which seems to cause a negative net difference. CTP, EM (as long as it isnt exorbitant) and badges for recharge is fine though. \ The energy reduction to the bar is inconsequential and doesnt need to be there. People that play for 5 years have e bars tens of thousands of units long. 200-400 e reduction isn't even 1% of that bar.
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Fri May 30, 2014 7:38 am |
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