Someone could create a bunch of dummy accounts and wait 48 hours. Easy res
Edit: With those numbers, specifically 1.455.000 metal and 1.215.000 crystal worth of easy res.
Re: Increasing strategic options
#12Good point. Perhaps then a starterpackage of mines, and techs, allowing them to build what they need quicker. In addition to the increase in points for protection, easily done without to much changing to the game?
LEvel 5 Metal,Crystal and deut mines, solar plant level to go with those mines. Enough research already set up to enable the building of cruisers or battleships, large cargo ships?
LEvel 5 Metal,Crystal and deut mines, solar plant level to go with those mines. Enough research already set up to enable the building of cruisers or battleships, large cargo ships?
Re: Increasing strategic options
#13Oz, it will still be abused as per Sloth. all starter package to newbs can be abused.
the only way to keep them safe from top players are Torgards Idea to Limit the attack to 5x
I read somewhere that there is a player that has 1.5M fleet points and can easily duck to below 100K protection to avoid being attacked. and can farm newbs. I have no idea how to solve this because it is also a strategy to hide your fleet points...Maybe that dude cannot attack newbs, when attacking calculations must be the total points including the fleet points while defending it excludes the fleet points.
add-on:
scenario: player A without fleet points 99,000 total points, and his fleet points is 1.5M, when player A attacks calculations on range should add the fleet points he had.
when player A defends (I am thinking too long) it is still disadvantage because he can still stay in 99,000 total points and he will have a massive fleet points. thus rendering top players on preying on him
the only way to keep them safe from top players are Torgards Idea to Limit the attack to 5x
I read somewhere that there is a player that has 1.5M fleet points and can easily duck to below 100K protection to avoid being attacked. and can farm newbs. I have no idea how to solve this because it is also a strategy to hide your fleet points...Maybe that dude cannot attack newbs, when attacking calculations must be the total points including the fleet points while defending it excludes the fleet points.
add-on:
scenario: player A without fleet points 99,000 total points, and his fleet points is 1.5M, when player A attacks calculations on range should add the fleet points he had.
when player A defends (I am thinking too long) it is still disadvantage because he can still stay in 99,000 total points and he will have a massive fleet points. thus rendering top players on preying on him
Last edited by raynor on Tue Feb 03, 2015 12:49 pm, edited 1 time in total.
Re: Increasing strategic options
#14Any game such as this can be abused. At the moment I have my suspicions about a certain player multiplaying in a couple of servers. Previously, in conversation with one player he admitted he was playing two accounts, until he got himself established. One of our members reported this. As far as I know, he's still active. So , even when reporting it, nothing.
So, like I say abuse can happen at any time, not much we can do.
So, like I say abuse can happen at any time, not much we can do.
Re: Increasing strategic options
#15I don't see how the mines could be abused; it would just raise the amount a res any inactive would have
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Re: Increasing strategic options
#16They could be abused. A player could set him/herself up. Create a load of dummy accounts and have farms on their doorstep. No real travel costs or times. But, it's a problem the same as multi playing is already.
But, I digress. The original point is, making the game more appealing to the genuine newbs.
If they can get up and running from the start, they will have an instant incentive to keep growing. As it stands, the killer for them is they start a game, then have hours or even days before they see any rewards for their efforts.
At present, people come to the game, some stay, only because they are a certain type of person. All the long term players in any server are the same. You have to appeal to the others, the ones that won't wait. If they can see some return on their time investment, at least some of them should stay.
But, I digress. The original point is, making the game more appealing to the genuine newbs.
If they can get up and running from the start, they will have an instant incentive to keep growing. As it stands, the killer for them is they start a game, then have hours or even days before they see any rewards for their efforts.
At present, people come to the game, some stay, only because they are a certain type of person. All the long term players in any server are the same. You have to appeal to the others, the ones that won't wait. If they can see some return on their time investment, at least some of them should stay.
Re: Increasing strategic options
#17Moons are a must in this game. And for a new player it is near impossible to get one.
So, how about granting a new moon to each new player after completing a short tutorial about setting up your empire? They have to progress through the tutorial performing the fundamental tasks of achieving certain levels of technology and base ships.
The moon should be a random size lesser than what you would get with a 'Ruby Moon'. That way, they can immediately start raiding without the threat of being spotted on phalanx sensor.
The moon would be located at their home planet.
For current players that do not have a moon at their home world, they can do the tutorial to get their moon.
So, how about granting a new moon to each new player after completing a short tutorial about setting up your empire? They have to progress through the tutorial performing the fundamental tasks of achieving certain levels of technology and base ships.
The moon should be a random size lesser than what you would get with a 'Ruby Moon'. That way, they can immediately start raiding without the threat of being spotted on phalanx sensor.
The moon would be located at their home planet.
For current players that do not have a moon at their home world, they can do the tutorial to get their moon.
Re: Increasing strategic options
#18oh about the tutorial, there is a step by step by ista long ago right? that could be a bases.
Re: Increasing strategic options
#19I like Togard's idea, AGAIN! Moons, your first world has a moon, simple. You can't be phalanxed. Make that first moon indestructible? No matter whether you have one RIP or ten million RIP's it can't be trashed, much like you can't abandon your original world? Your first colony, an equivalent of a ruby moon, 9999 diameter. Subsequent colonies, the same as is now. That in conjunction with a higher points score for newb protection.
But what incentive can you give them to get going? Nothing that can be exploited, just a level of tech and mines to enable you to get going more quickly, keep the interest level there.
But what incentive can you give them to get going? Nothing that can be exploited, just a level of tech and mines to enable you to get going more quickly, keep the interest level there.
Re: Increasing strategic options
#20The moons have become very important in X-TREME as an indestructuble moon seems to be the only way to escape fleet crashing against much stronger enemies, correct?
If there were some thousands of moons at inactive players though, this problem would be inexistent as you would be covered from a moon to moon fleet save.
So I think that if we are to give newcomers a moon at their home planet, then we should also tweak the moon destroy formula.
We could even use existing formula with new caps. For example:
Maximum destroy chance: 75%
Maximum backfire chance: 75%
This would immediately make moon destruction a risky business for anyone. You can also tweak backfire chance (like raising it) more to make it even riskier.
Perhaps then, to make it count more, we can add a cap to rips needed for best chance (75%). This could help in making the moon hunting a sport for more people as well. The lower the cap, the more activity there will be in this area. I can leave these numbers to you if you like.
Finally, some "anti-hate" strategies are needed. There have been examples in the past where all the moons of a plyer got destroyed, probably for no real reason. Or his defences have been bashed to zero.
Ideally, we would like to see turtles in X-TREME (and perhaps other universes too). I don't think that there is any (correct me if wrong). That's a big issue that we want to change. Turtles,for example, were a reality in Generals, every time.
Given the chance, the next Generals tournament should last for a longer time. Several months most probably.Not sure most people will like this so there is nothing official yet. I would like a 2 week tourney though before this but I do not think it will happen.
If there were some thousands of moons at inactive players though, this problem would be inexistent as you would be covered from a moon to moon fleet save.
So I think that if we are to give newcomers a moon at their home planet, then we should also tweak the moon destroy formula.
We could even use existing formula with new caps. For example:
Maximum destroy chance: 75%
Maximum backfire chance: 75%
This would immediately make moon destruction a risky business for anyone. You can also tweak backfire chance (like raising it) more to make it even riskier.
Perhaps then, to make it count more, we can add a cap to rips needed for best chance (75%). This could help in making the moon hunting a sport for more people as well. The lower the cap, the more activity there will be in this area. I can leave these numbers to you if you like.
Finally, some "anti-hate" strategies are needed. There have been examples in the past where all the moons of a plyer got destroyed, probably for no real reason. Or his defences have been bashed to zero.
Ideally, we would like to see turtles in X-TREME (and perhaps other universes too). I don't think that there is any (correct me if wrong). That's a big issue that we want to change. Turtles,for example, were a reality in Generals, every time.
Given the chance, the next Generals tournament should last for a longer time. Several months most probably.Not sure most people will like this so there is nothing official yet. I would like a 2 week tourney though before this but I do not think it will happen.