Greetings everyone,
Here is the discussion topic for our new, forthcoming universe in light of Zorg Empire's 10 years anniversary.
Please read below the proposed specifications of the new feature and feel free to comment.
First, we will use RELOADED as our prototype and we will build from there by either adding new elements or changing things.
So, here are some changes/additions:
1)Speed
It should be faster than SPEED in terms of all but fleet speed. For fleet speed we will use Reloaded's value or slower.
2)New concept: Exoplanets
Exoplanets will be like normal planets but they will not belong to a player. Instead, they will be randomly generated at some solar systems.
There will be 3 types of exoplanets. (Feel free to suggest more)
a)Mining Exoplanet
These will be conquerable. Once conquered, the exoplanet will contribute automatically resources to the planet that conquered it. To conquer an exoplanet, you will simply need to send a fleet there which will be victorious. The only way to defend such planets will be with ACS defend. They will not return any resources on pillage. The number of the contributing resources will come with a % bonus relative of your planet mines.
b)Primitive Civilization Exoplanets
Such planets will not be conquerable. They will come with primitive civilizations though that sometime will create defenses. You will be able to pillage them for resources and their planets will not be removed. The planets will have actual mines and you will even be able to upgrade such mines by donating rubies to them. Upgrading however will TAKE time, during which the planets will not accept any donations. You will still need to pillage them to get their resources later.
c)Star Raiders
These planets will be hostile. If you have one nearby yours, then they will try to raid you. They will be controllable and removable though. Controllable as by raiding them, you will earn some resources back and in the same time you will reduce their raiding times and removable as after a number of successful attacks, they will be removed. Every time you remove one such planet, you will receive rubies.
3)Inactive users will be deleted
Since the exoplanets will facilitate the needs of small farms, all inactive players will be deleted. No exceptions. Any player, vmoded or not, will be able to stay in vmode for 60 days. There will be a plus service to extend the away period for up to 1 year.
4)Limited Rubies services
No imperial support, no imperial bonds. You will not be able to buy resources from the game.
The rest will remain about the same. Probably a higher cost when you use the merchant and better pricing when buying long term packs for queue,+25% etc. (ie, 7 days of +25% metal, are right now 5 rubies. We could offer a 90 day deal for a 20-30% discount at the equivalent price)
5)Extended Protection
Perhaps up to 5M points. We will see for this as it can be reviewed later.
6)Defenses
Something needs to be done with defenses. They are hard to fine tune. Our idea for this universe is to try the following:
a)Reduce defense regeneration to 80%. Still research up to 100% though.
b)Missile Protection: Via a special building, the planet who has it, enjoys full protection from missiles. You won't be able to construct this at your first planet and you will only be able to have 1 such building. So only one planet will enjoy this protection.
Still, we are not sure at all with this. It is just an idea. We are open to yours.
7)Fleet Save
We need an improved way for Fleet Save as newcomers find this exceptionally difficult. Even for old timers, this can prove challenging. Any idea in regards to this is welcomed.
-------------------------------------------------------------------
Our objectives for the new universes should be clear to everyone:
-We want to get returning players.
If you are one of them, let us know what you need to get back.
If you know players that are away, ask them for their feedback. What they would like to see to return?
-We want to retain new players.
We do bring new players daily. We want to make the game more casual than RELOADED currently is or else they will not stay.
If you are a new player or have spoken to such, let us know of what could help towards this direction.
Re: New Universe - 10 years Anniversary
#2Regarding fleetsaving, I think that if you started everyone off with a moon and a generic moon size you would be well on your way.
Second, I think either a YouTube video explaining the fleetsaving action with a link on the page, or a pop up video showing the guidelines to fleetsaving would be beneficial.
Thirdly, I think a more advanced tutorial than the one that has been in the game could be implemented. Instead of just a page where you scroll up and down, maybe an interactive checklist with tutorials at each check point would be helpful. (Perhaps even completion rewards in resources)
These are just my two cents though.
Second, I think either a YouTube video explaining the fleetsaving action with a link on the page, or a pop up video showing the guidelines to fleetsaving would be beneficial.
Thirdly, I think a more advanced tutorial than the one that has been in the game could be implemented. Instead of just a page where you scroll up and down, maybe an interactive checklist with tutorials at each check point would be helpful. (Perhaps even completion rewards in resources)
These are just my two cents though.
Re: New Universe - 10 years Anniversary
#3We have an idea of when we are wanting this new server to be around? I realize that it's very early to be asking, just like to have a rough dart throw on when it might be.
Re: New Universe - 10 years Anniversary
#4We are working on it, we are on the design phase. As soon as we clear out the details, we will have it. I will list some of the thoughts we have and feel free to give us your feedback.
The more we ponder about it, the more we lean to a casual universe which will be newbie friendly. By newbie friendly, I am referring to ways to make even fleeting easier for all. In this way, we will be able to train a lot of new players which can later compete at the existing universes.
Another issue that we are exploring, is more value to the home world. Newbies are more connected to them. Therefore, we are pondering two extra rubies options (since there will be no Imperial Bonds/Support, we need some extra ways to raise rubies) for them:
1)+50 fields for planet (permanent,one use)
2)Relocate Planer (possible to use once at homeworld)
Another element that we believe it could help, is to go with fewer systems per galaxy, to shrink the universe size more. Then allow every new player to choose the galaxy they want to join in. We will also change the way newcomers are filling the universe with more spread across, instead of going system by system.
Based on the above, for SPEED, we could go with these values :
-Fleet Speed equal to Standard
-Resources/Building speed, equal to Speed
For planets limit, we should go with a small number which is easier to manage for a casual player. We will maintain the +1 plus option. Perhaps we will go for as low as 6 + 1.
Colony ship and colonization technology cost will be raised significantly. It will be harder to get to multiple planets right away. This will allow more strategic options.
Colony ships will also be used to conquering the mining exoplanets. These will be standard bonuses and will be 4 types. Each type will boost each of your specific planet's production. There will be no limit at the number of exoplanets each planet will be able to have. This will be decided by the colony ships you send to conquer them, the ability to maintain your reign there and a planet building that will facilitate the option. By upgrading this planet building, you will be able to utilize more and more exoplanets. So, at level 1, you will be able to utilize 1 exoplanet. At level 5, you will be able to utilize 5 exoplanets.
As for exoplanets locations, current idea is to have 1 per system for the mining ones. These will pre-exist from day 1. The other 2 types will be generated by the game according to needs. Their number and activity will be relative to user activity.
Regarding moons, we are thinking to retain the current 50 rubies option for a small moon. This is our implementation for a generic moon. Perhaps, later on at advanced players, we could unlock a 9900+ moon. Such option would be limited to 1 per player which means that only 1 of your planets will be able to get this moon.
The interactive tutorial would surely help, so maybe we will also incorporate this.
We have more ideas that could help but there needs to be sensibility. We need to limit ourselves as much as possible in order to develop it soon. Plus, we are always after the philosophy one step at a time. The specific steps here, are already revolutionary.
The more we ponder about it, the more we lean to a casual universe which will be newbie friendly. By newbie friendly, I am referring to ways to make even fleeting easier for all. In this way, we will be able to train a lot of new players which can later compete at the existing universes.
Another issue that we are exploring, is more value to the home world. Newbies are more connected to them. Therefore, we are pondering two extra rubies options (since there will be no Imperial Bonds/Support, we need some extra ways to raise rubies) for them:
1)+50 fields for planet (permanent,one use)
2)Relocate Planer (possible to use once at homeworld)
Another element that we believe it could help, is to go with fewer systems per galaxy, to shrink the universe size more. Then allow every new player to choose the galaxy they want to join in. We will also change the way newcomers are filling the universe with more spread across, instead of going system by system.
Based on the above, for SPEED, we could go with these values :
-Fleet Speed equal to Standard
-Resources/Building speed, equal to Speed
For planets limit, we should go with a small number which is easier to manage for a casual player. We will maintain the +1 plus option. Perhaps we will go for as low as 6 + 1.
Colony ship and colonization technology cost will be raised significantly. It will be harder to get to multiple planets right away. This will allow more strategic options.
Colony ships will also be used to conquering the mining exoplanets. These will be standard bonuses and will be 4 types. Each type will boost each of your specific planet's production. There will be no limit at the number of exoplanets each planet will be able to have. This will be decided by the colony ships you send to conquer them, the ability to maintain your reign there and a planet building that will facilitate the option. By upgrading this planet building, you will be able to utilize more and more exoplanets. So, at level 1, you will be able to utilize 1 exoplanet. At level 5, you will be able to utilize 5 exoplanets.
As for exoplanets locations, current idea is to have 1 per system for the mining ones. These will pre-exist from day 1. The other 2 types will be generated by the game according to needs. Their number and activity will be relative to user activity.
Regarding moons, we are thinking to retain the current 50 rubies option for a small moon. This is our implementation for a generic moon. Perhaps, later on at advanced players, we could unlock a 9900+ moon. Such option would be limited to 1 per player which means that only 1 of your planets will be able to get this moon.
The interactive tutorial would surely help, so maybe we will also incorporate this.
We have more ideas that could help but there needs to be sensibility. We need to limit ourselves as much as possible in order to develop it soon. Plus, we are always after the philosophy one step at a time. The specific steps here, are already revolutionary.
Re: New Universe - 10 years Anniversary
#5Oh, this topic makes me so happy. I have been putting down ideas shortly after I started, so you can expect me to go in here as well. I don't have much time now, but I will compile a more detailed suggestion in the next few days. However, here are some things that I can get on top of my mind:
Science exoplanets:
With the limit of 6 colonies in total we can have one of the issues that will arise is the long research times. Due to that fact we could use exoplanets that are boosting our research times or that contain laboratories that are added on top of the current level of the colony that captured it.
Factory(robotic) exoplanets:
Idea is stollen from the original expeditions. When you go on expedition sometimes you can bring ships home. Factories should be planets that have ships in hangars that you can add to your fleet. These planets are strictly mechanical, there is no population on them so the ships cannot be engaged in fights. In order to capture the ships you will have to defeat the defences that will be also on the colony.
Science exoplanets:
With the limit of 6 colonies in total we can have one of the issues that will arise is the long research times. Due to that fact we could use exoplanets that are boosting our research times or that contain laboratories that are added on top of the current level of the colony that captured it.
Factory(robotic) exoplanets:
Idea is stollen from the original expeditions. When you go on expedition sometimes you can bring ships home. Factories should be planets that have ships in hangars that you can add to your fleet. These planets are strictly mechanical, there is no population on them so the ships cannot be engaged in fights. In order to capture the ships you will have to defeat the defences that will be also on the colony.
Re: New Universe - 10 years Anniversary
#6Excellent idea for the science exoplanets!
For the factory ones, you suggest that instead of earning resources, you will earn ships, right?
For the factory ones, you suggest that instead of earning resources, you will earn ships, right?
Re: New Universe - 10 years Anniversary
#7Might I suggest adding a research or option to specialise in something. For example choose to be a turtle miner ect like generals but instead of the usual traits gain a bonus tech that can be researched to increase the effect like weapons and armor tech.
Fleeters get reduced deut cost on launch and ship speed. Turtlers get reduced defense cost. Miners get increased income.
As far as the Ruby idea for planet movement I highly encourage you to do this and add it to all servers. You'll find many many players are not happy with where there main planet is. The fields is a good idea for the same reasons. Home planets are tiny and usually obsolete quickly.
Fleeters get reduced deut cost on launch and ship speed. Turtlers get reduced defense cost. Miners get increased income.
As far as the Ruby idea for planet movement I highly encourage you to do this and add it to all servers. You'll find many many players are not happy with where there main planet is. The fields is a good idea for the same reasons. Home planets are tiny and usually obsolete quickly.
Re: New Universe - 10 years Anniversary
#8Here's an idea. How about being able to re-direct fleets already "in the air"? So, if on en-route to a specific location, then perhaps being able to change the destination, point of arrival to another address without the need for a recall order?