Re: A possible fix to Zorg economics

#22
Stempf wrote:giving 1 or even 10 million res to a smaller player will not put any kind of stress the "super" or large players. Im not even that large and i would not be hurt by sending a newer player 10mil res.

Dude!!!!!!
I don't know in which Universe you're active (Trump or Hilton Universe perhaps), but i'm in Massacre and 10 million is way too much for me. Now i can go with 1 mil or even 2 or 3 mil but not more. Or maybe the height of the donation should be different in all Uni's..
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Re: A possible fix to Zorg economics

#25
Families (3 or 4) that have control over some form of resources that would be needed to build certain ships, research some techs, or build some buildings. This would make the game have to be interdependent on each other to grow. But instead of picking a family from the start you would be put into a family with an increase of the base resources (Metal, Crystal, and Deuterium) until they reach double the noob protection level (I'll explain). This would give a boost to those who are inactive and not big but still profitable.

As for the other three families they would have a fourth resources to be traded or farmed... someone run with this idea, as I have "thinkers block" XD
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Re: A possible fix to Zorg economics

#26
ok so there are 2 ideas here. some one needs to like separate the ideas into 2 topics lol. joshandrew may i ask that of you? or anyone. both ideas are fabulous and i think really have potential. i think the whole creating special ships thing should end at 100k points that would make it a little easier i think and create a bigger demand. can we continue on this topic i would like to see this form into something real. what do you think of this idea zorg?... oh and bump
HARDSTYLE IS THE ONLY STYLE
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Re: A possible fix to Zorg economics

#27
I think i remember something along the lines of this being mentioned a long time ago....

In my eyes i think all this 'economics' will just lul down then game, and make it more complicated that it should be... At the end of the day new players usually join together in alliances and its their doing to learn to 'Do's and Don'ts' of the game... They hunt... gain resources off other players then get crashed.... its just a simple learning curve....

I don't think theres any need to put any extra 'Economics' in the game....

Lets think :think: ... how is it all 'Us' players are here now? There were no economics or 'Special conditions' when we started... we just played the game how it was....

Of course... my opinion and everyone is entitled to theirs! :whistle:
" You Build It.... I'll Recycle It...."
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