[Implemented] defense upgrades
Posted: Sat Feb 20, 2010 9:00 pm
Ok lets get the brains thinking on a different angle for multiple reasons.
To much effort is being made to improve 1 aspect of the game and totally neglecting the 2 other facets of game play here.Not that this new lunar ship thingy ma bob you guys are trying to wipe up isn't needed but the bottom line is it will be just another ship for the fleeters and the current game balance is in place for the top fleeters just to adapt at a faster curve rate then the rest of the base players.
Examples are rapid fire..fleeters got fatter faster because the loss of ships was extremely reduced to near or zero loses allowing profit margin to sky rocket..which in turn meant bigger fleets.
The improvment in Death Stars. Granted they should be the strongest as their speed is still slow and cost of 9 million resources is alot. The top fleeters once again adapted on a higher curve rate and so much so the top turtles are not near as scary as they was even 2 months ago..which leads me into why this thread is being started for those that choose the turtle life.
Instead of working on new structures or ships..how about we make some tweeks to exsisting structures that are currently a part of the game.
The Gauss and Plasma cannons are the subject here.For their cost to build and to only get a RF against probes is rather weak as i can't remember the last time i pawned anyone with defense with an armada of espi probes.
I see no reason why the Gauss can't have a RF against battleships of a modest number of 2 to 3
and Plasma have a RF against destroyers at the same rate of 2 to 3
there is a specific reason i say these 2 defensive structures and only against 1 ship type.RL and LL's are trivial in cost and can be mass produced..much like a fleeters LF and HF and therefore should not be granted a RF against ships. The gauss and plasma are the highest in firepower and structure points are most likely to survive beyond round 1 of battles.Plasmas endure to the end much like RiPS..as the RiPs are guaranteed to have their own round in battles regardless of their numbers.
Designed in this way you are now forcing the GC and PCs to focus on 1 specific ship type that is involved in the battle thus increasing the likely hood those ship types will take some loss in the battle and increase the attacker loses to a level that can and probably will deter them from even making the attack..all depending on the number of structures involved vs number of ships.But give them a reason to invest in these higher end structures and i see little reason why they wouldn't.It can be argued that enough PC's will stop a fleet now without RF..unfortuantely i can prove you wrong as i can and probably will take out Dex's 10k+ + his other defense of PC's now with zero loss(yes Dex i been watching son ) Overwhelm is still the best tactic mainly to increase shield value and absorb the the incoming dmg.
before we get all gun-hoe about giving fleeters another ship lets give the turtles a cookie and improve other styles of game play 1st.My ships are not incoming dressed in girl scout uniforms so they won't get a cookie from me or my alliance mates.
ironic a fleeter is lobbying for turtles but this would/will be the best 1st step in coming up with a better balance in game play. something along these lines plus a rethinking on moon destruction formulas should take a frontline look before new ships or acs attack...and trust me if acs attack comes out first you are looking at a 5k RiP attack almost on a daily basis..and i'm positive the game can't handle that thought right now.
To much effort is being made to improve 1 aspect of the game and totally neglecting the 2 other facets of game play here.Not that this new lunar ship thingy ma bob you guys are trying to wipe up isn't needed but the bottom line is it will be just another ship for the fleeters and the current game balance is in place for the top fleeters just to adapt at a faster curve rate then the rest of the base players.
Examples are rapid fire..fleeters got fatter faster because the loss of ships was extremely reduced to near or zero loses allowing profit margin to sky rocket..which in turn meant bigger fleets.
The improvment in Death Stars. Granted they should be the strongest as their speed is still slow and cost of 9 million resources is alot. The top fleeters once again adapted on a higher curve rate and so much so the top turtles are not near as scary as they was even 2 months ago..which leads me into why this thread is being started for those that choose the turtle life.
Instead of working on new structures or ships..how about we make some tweeks to exsisting structures that are currently a part of the game.
The Gauss and Plasma cannons are the subject here.For their cost to build and to only get a RF against probes is rather weak as i can't remember the last time i pawned anyone with defense with an armada of espi probes.
I see no reason why the Gauss can't have a RF against battleships of a modest number of 2 to 3
and Plasma have a RF against destroyers at the same rate of 2 to 3
there is a specific reason i say these 2 defensive structures and only against 1 ship type.RL and LL's are trivial in cost and can be mass produced..much like a fleeters LF and HF and therefore should not be granted a RF against ships. The gauss and plasma are the highest in firepower and structure points are most likely to survive beyond round 1 of battles.Plasmas endure to the end much like RiPS..as the RiPs are guaranteed to have their own round in battles regardless of their numbers.
Designed in this way you are now forcing the GC and PCs to focus on 1 specific ship type that is involved in the battle thus increasing the likely hood those ship types will take some loss in the battle and increase the attacker loses to a level that can and probably will deter them from even making the attack..all depending on the number of structures involved vs number of ships.But give them a reason to invest in these higher end structures and i see little reason why they wouldn't.It can be argued that enough PC's will stop a fleet now without RF..unfortuantely i can prove you wrong as i can and probably will take out Dex's 10k+ + his other defense of PC's now with zero loss(yes Dex i been watching son ) Overwhelm is still the best tactic mainly to increase shield value and absorb the the incoming dmg.
before we get all gun-hoe about giving fleeters another ship lets give the turtles a cookie and improve other styles of game play 1st.My ships are not incoming dressed in girl scout uniforms so they won't get a cookie from me or my alliance mates.
ironic a fleeter is lobbying for turtles but this would/will be the best 1st step in coming up with a better balance in game play. something along these lines plus a rethinking on moon destruction formulas should take a frontline look before new ships or acs attack...and trust me if acs attack comes out first you are looking at a 5k RiP attack almost on a daily basis..and i'm positive the game can't handle that thought right now.