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 Production Overflow 
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Joined: Tue Jun 21, 2011 6:32 pm
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Some people hit their caps for things like research a lot.
I was thinking that there could be a base module that worked like this:

Research: 25% of research that is over someone's research cap goes into the CT lab (and an attempt is made when 1000 is reached)

Minerals and artifacts: 25% of the points are converted into credits in a 1:1 ratio, and added to base funds.

My other idea is that 25% of the overflow is ADDED to the daily shipment - the player would receive 100/4/50 = 0.5% of what they lost back.

Any thoughts?

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Sun Jul 03, 2011 4:08 pm
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Joined: Sat Sep 18, 2010 11:37 pm
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You can buy planet structures for GP that increase your production maximums.


Sun Jul 03, 2011 4:15 pm
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This would be a base module, and would apply to all legion members.

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Sun Jul 03, 2011 5:38 pm
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CT Lab attempts scale in difficulty and research cost with each attempt. If an attempt was made as soon as the "research cargo" hit 1000, then higher ranking players would let it go over the the cap once a day for a cheap attempt.

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Mon Jul 04, 2011 12:14 am
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They wouldn't.

If they let it got 4000 over the limit, 1000 would deposit into the "CT lab bank", giving 1 "free attempt".
If they used the 4000 before it went over the limit, they would have 4 attempts.

It would be better to use it before it went over the limit.

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Mon Jul 04, 2011 12:19 am
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They're storage buildings to buy for GP and the polychoron vault. What if the member goes inactive? and then comes back a year later, does that mean he will have 9,376,941,950,675,080 Credits?

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Mon Jul 04, 2011 12:23 am
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My idea would be a restricted amount is deposited into the base - the player would lose out overall. And if someone was inactive for a year, would you keep them in your legion?

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Mon Jul 04, 2011 12:35 am
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spyder wrote:
My idea would be a restricted amount is deposited into the base - the player would lose out overall. And if someone was inactive for a year, would you keep them in your legion?

What if it was a one man legion? They're hundreds of those.. And adding this feature would discourage people to buy the Planet Storage Structures.

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Mon Jul 04, 2011 12:40 am
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spyder wrote:
They wouldn't.

If they let it got 4000 over the limit, 1000 would deposit into the "CT lab bank", giving 1 "free attempt".
If they used the 4000 before it went over the limit, they would have 4 attempts.

It would be better to use it before it went over the limit.

You're missing my point. The scaled research cost makes it so not only is it harder to get another blueprint, it also sets you back quite a bit in your research; making you think twice about just spamming attempts. These two factors also helps to give Dan time to make new Blueprints. These "Free Attempts" will only result in blueprints being discovered faster and the CT Lab losing its usefulness faster.

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Mon Jul 04, 2011 1:02 am
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Quaritch wrote:
spyder wrote:
They wouldn't.

If they let it got 4000 over the limit, 1000 would deposit into the "CT lab bank", giving 1 "free attempt".
If they used the 4000 before it went over the limit, they would have 4 attempts.

It would be better to use it before it went over the limit.

You're missing my point. The scaled research cost makes it so not only is it harder to get another blueprint, it also sets you back quite a bit in your research; making you think twice about just spamming attempts. These two factors also helps to give Dan time to make new Blueprints. These "Free Attempts" will only result in blueprints being discovered faster and the CT Lab losing its usefulness faster.


Yes, Quaritch is correct on this, especially considering attempts start at 2000. If you've discovered just 1 thing, it costs 4000 per attempt, and thus it's just as effective to let your research go over. It becomes more effective to let it go over after you have only 2 discoveries.


Mon Jul 04, 2011 5:32 am
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there is a reason caps were implemented.... to STOP people stocking up on resources..... i dont get why you would want that removed. it keeps us safe from inactives :mrgreen:

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Mon Jul 04, 2011 5:59 am
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The Cap should be increased is all, from going up around 150 to 300

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Mon Jul 04, 2011 7:51 am
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