Re: Retaining players in X-TREME

#11
Sprog wrote:I just want to see some original ideas/suggestions......
I think in that is where the difficulty is...

on the one hand, as Gozar mentioned in a different thread, that the game should not change so much, that it becomes unrecognizable (exacly on the bullseye in my opinion)...

on the other, suggestions are posted for changes (dumb or repeated or not, not my point)...

so, how to implement change, without affecting the overal " feel" of the gameplay too much?

I'm no software programmer, I have no idea how much work goes into changing something in the game.
I've read and posted ideas, some seem simple and easy enough, others more elaborate. It doesn't make em bad ( or good) it's just a question if they are the right ones for THIS game or server.

hey , who knows, maybe you will see your suggestion in a totally different game?!

- but it defenitly got us talking alright, no contest needed...lol

Re: Retaining players in X-TREME

#12
True enough...forum activity without a reward and people still posting!!!! Guess they have enough rubies now lol.......

Was thinking that Generals server had a fleet update more frequent than in all the other servers....maybe an auto update for fleets every 10-15 minutes..... possibly better than a fleet always showing on rankings....

Re: Retaining players in X-TREME

#13
The game needs this.. so lets post here positive plans.. I will say as a Mod.. I will block and stop any flaming or spamming of any sort on this post..Keep it clean not mean..

Reading just a few ideas...gave me the idea that like defenses you lose all in battle...and the TD is calculated as such.. 66% of deference is returned after the battle is over...

I was wondering then if a player in n00b protection could be given back 1/3 rd of his fleet say 12 to 24hrs later. (would need to be a long time delay to prevent the attacker repeatedly attacking and gaining the returned fleet again and again)...
I thought about the only 5 times attack per 24hrs but that would not stop the attacker say telling an alliance buddy to also attack.. a 12 to 24hrs rule would prevent this...

Would mean the returning new player would at least have a small fleet to start raiding and rebuilding...Of course this rule would only apply to n00bs... or not that would be up to the player base... I personally think it may even encourage stronger existing players more likely to remain if then know they still have some fleet left to continue on playing with...could work for all...?

Keep it clean not mean...
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Re: Retaining players in X-TREME

#14
Just thought of a couple of other ideas that would only help the new players... The main issue in the suppern00b saga.. is to remove all fleet score for a new player... Not based on total score but a given time frame say 1 to 3 months.. This way n00b protection can not be a continually abused..

1. a real new player (in n00b protection shows absolutely no fleet score.... even with fleet down if the rest of his account is below the 100k)...of course this would not apply if he goes inactive..

2. Then after a preset time frame.. ( say 1 to 3 months to be decided ) regardless of you account points you dropout of n00b protection thus removing the suppern00b from being a bottom feeder and praying on our up and coming players... You then join the ranks of all existing players.

3. One last point I do think the 7 day rule of going inactive should still stand..however as many players know when a new player fails to log in for 48hrs or more he loses n00b protection and regardless of not showing (i) is able to be hit by anyone.. This should be extended to either 72 hrs or even removed altogether.. and only shows as (i) after the normal 7 days...
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Re: Retaining players in X-TREME

#15
I actually agree with these ideas, Gozar...I think returning a portion of a noobs fleet after a crash is a great idea and would make him/her much more likely to keep playing... to prevent abuse, I don't think the process should be totally automatic (even after a wait time)... There should be some way for the noob to confirm that he/she is planning to continue playing and has not quit the game. I still think interactive tutorials (including one on fleetsave) would probably be the most helpful things Zorg could do. But this is actually a really excellent idea.

As for noob protection expiring after a few months... hmm... I know there are some players who legitimately stay under 100k for a long time... so I'm unsure... but it's true that this is one possible way of handling "supernoobs" that wouldn't impact gameplay for larger players... there's probably no "perfect" way to handle noob protection, unfortunately...

Re: Retaining players in X-TREME

#16
yeah... good posts..., and good ideas....
Portion fleet return especially...
will motivate players...
I think the time period for protection could be linked to a score without fleet...
Ie..., if a player points is over 60K without fleet.., after 3 months.., then protection falls away...

Re: Retaining players in X-TREME

#17
:dance: Ok, will try this one more time:

1. Dead end techs...ZP..IT...LT...ET need to be incorporated more.
a) Zorg Physics--Dead after unlocking Elite recycler. I would incorporate this more into a new tech for Debris Field Research Technology. More on that later.
b) Ion Technology--Why is it only plasma cannons gain muscle with each level of research? Why not Ion cannons as well as heavy lasers and light lasers?
c) Laser Technology--See above, would also be useful for Debris Research Tech..need lasers for scanning.
d) Expedition Technology--I like Fleethound's idea of Alien Research, start at 5% though and for each level of ET, you would at 1% chance to a max of 20%.

Now, a new technology proposals:

1. Debris Field Research Technology:

As empires have grown over the years, battles fought, wars waged, scientists have tried to find a way to extract more resources from debris fields. Through the use of specialized lasers, Ion emitters, and electromagnetic field generators a way has been discovered. Through the use of low level plasma field generators, the presence of a non-negligible number of charge carriers makes plasma electrically conductive so that it responds strongly to electromagnetic fields, thereby more resources previously unseen to empires has now become available. With each level unlocked, empires gain a 1% boost in resources gained. At level 5 and higher, empires see the emergence of deuterium in the debris field and each level gains a 1% bonus in deuterium gained.

Resources Needed : Metal: 10.000.000 Crystal: 5.000.000 Deuterium: 2.000.000
Construction Time : 12 hours

Techs needed to unlock:

Zorg Physics: LVL 7
Laser Tech: LVL 17
Ion Tech: LVL15
Plasma Tech: LVL 13

This is not meant to be cost prohibitive, but time prohibitive. It doubles at each level and no way to speed it up.

Other ideas:

1. Allow construction of nanite factory on a moon.
2. If defenses can be built on a moon, why can't I target them with an IPM? Allow missile silo's to be built on the moon.
3. Research boost at a cost of 20 zorg rubies. Gives players a 25% boost in research for 96 hours.
4. Resources boost at a cost of 25 rubies. Gives an additional 50% boost to all planets and all resources for 96 hours.


That is all I can think of for now. HAVE GREAT DAY :dance: :dance:
_________________
“One mark of a great soldier is that he fight on his own terms or fights not at all.”

― Sun Tzu, The Art of War

Re: Retaining players in X-TREME

#18
MM
real nice ideas...I like em all....don't make me choose, lol!

Gozar;
I like your proposition.
If it were explained in the ingame guide as well, something like:
>>
Right now your are in newbee protection mode.
This will last up to the point where your reach 100k achievement points.
Since this is a strategic game, you need to learn to keep your fleet of ships safe from enemy attackers.
If you do get attacked, you are at risk of loosing all your ships.
A small percentage will be restituded to you, during your protection period.
Once you rise to be a great emperor, the protection will be lifted and your losses will not be restituded anylonger! <<

Re: Retaining players in X-TREME

#19
Forgot something that I was talking about earlier for miners:

Advanced Mines:

These would be in addition to your current mines and would require new technologies. However, you cannot unlock the advanced mine until at least level 4. Each advanced mine can only be built on 25% of your planets. They cannot be upgraded, but they gain a bonus of 5% per level of advanced mining technology unlocked to a max of level 20.

As empires have gotten larger and larger, the need for larger producing mines have driven research to unlock advanced mining technologies.

Advanced Metal/Crystal/Deuterium Mining:

Through years of research and collaboration with alien life forms, new mining technologies have been discovered.

Cost LVL 1: Metal: 25.000.00 Crystal: 15.000.000 Deuterium: 10.000.000

Each level upgrade would cost 10-15 percent more than the previous level.


As far as the mine itself:

Output: Would be based upon the following formula:

Mining tech*((Level of regular mine*.1)*aribitrary number for each res)=Output

Energy needed would be a huge factor in developing and I am sure someone could figure that out.
_________________
“One mark of a great soldier is that he fight on his own terms or fights not at all.”

― Sun Tzu, The Art of War

Re: Retaining players in X-TREME

#20
MegaMedes wrote:Forgot something that I was talking about earlier for miners:

Advanced Mines:

These would be in addition to your current mines and would require new technologies. However, you cannot unlock the advanced mine until at least level 4. Each advanced mine can only be built on 25% of your planets. They cannot be upgraded, but they gain a bonus of 5% per level of advanced mining technology unlocked to a max of level 20.

As empires have gotten larger and larger, the need for larger producing mines have driven research to unlock advanced mining technologies.

Advanced Metal/Crystal/Deuterium Mining:

Through years of research and collaboration with alien life forms, new mining technologies have been discovered.

Cost LVL 1: Metal: 25.000.00 Crystal: 15.000.000 Deuterium: 10.000.000

Each level upgrade would cost 10-15 percent more than the previous level.


As far as the mine itself:

Output: Would be based upon the following formula:

Mining tech*((Level of regular mine*.1)*aribitrary number for each res)=Output

Energy needed would be a huge factor in developing and I am sure someone could figure that out.

Probably link this to an expedition finding that allows the tech to be discovered. ;)