Some game suggestions since the tweek
Posted: Tue Nov 15, 2011 7:07 pm
Okay in response to recent posts about the tweeks being unfair and out of place, here's some suggestions then:
Change up the format for the reward system to be as follows:
(1) Your fleet encountered a black hole and was partially destroyed! = loss of 10-60% of fleet. If only 1 ship, you lose that ship.
(2) Your fleet encounters a black hole and it totally destroyed! = the fleet is totally wiped out and the fleet space being used is immediately opened up for use for another fleet.
(3) Your fleet encounters a nebula for some stunning pictures, and return to base.
(4) Your fleet find some abandoned ships and repair them. = random 1-100 of primary ship type when this one hits.
(5) Your fleet comes across some ship debris. = random 40,000 to 800,000 metal
(6) Your fleet comes raided an empty cargo vessel. = random 40,000 to 800,000 crystal
(7) Your fleet thwarts a pirate raid for a reward! = random 20,000 to 400,000 deuterium
(8) Your fleet found a small cache on a planet. = random 200,000 to 600,000 of one resource.
(9) Your fleet find a huge amount of resources someone left behind! = random 2million to 6million of each resource type.
(10) Your fleet did not find anything important this time out and return to base empty handed.
For each of the research items that really don't have a use once they have obtained the ship, or defense needed, let them add to functionality also in smaller percentages.
Example -
Energy Technology - For every level of Energy technology researched, each base's output would increase 5%.
Hyperspace Technology - For every level of this technology ship speed is increased another 2%.
There's many thing like this to do with the other technologies so they don't become 'dead' once they hit level 5 or 6. Do an addition for each tech so people have something cheap to research and still keep feeling liek they are growing.
Keep the scores for people visible when fleets are out and about. Perhaps add a feature to Zorg Physics to have cloaking abilities to come into play. Espionage would counter that one naturally. a higher Espionage would be able to see a fleet with a Zorg physics being a level or two lower. but someone with a higher Zorg Physics would be cloaked against espionage, etc. etc. This one would require some changes in the costs though.
Either get rid of the resource purchase like you did on Massacre server, or double the amount purchased with rubies to make it more worthwhile.
+50% production on resources and ships for 30 rubies for 7 days
+75% productions on resources and ships for 80 rubies for 7 days
Small moon purchase - buy a small moon range 5k to 7k size for 50 rubies
Medium moon purchase - buy a medium sized moon 7k to 9k size for 100 rubies
Large moon purchase - buy a large sized moon from 9k to 10k for 150 rubies
Moon package - If you have 10 planets, you can buy 10 small moons for each planet for 400 rubies.
Base immunity - All bases are immune from attack for 3 days - 10 rubies (This would not include fleets doing ACS defend missions - just when they are at the base.
Defender shield - Increases all defense stats by 300% for 7 days - 100 rubies
Just a few suggestions.
Change up the format for the reward system to be as follows:
(1) Your fleet encountered a black hole and was partially destroyed! = loss of 10-60% of fleet. If only 1 ship, you lose that ship.
(2) Your fleet encounters a black hole and it totally destroyed! = the fleet is totally wiped out and the fleet space being used is immediately opened up for use for another fleet.
(3) Your fleet encounters a nebula for some stunning pictures, and return to base.
(4) Your fleet find some abandoned ships and repair them. = random 1-100 of primary ship type when this one hits.
(5) Your fleet comes across some ship debris. = random 40,000 to 800,000 metal
(6) Your fleet comes raided an empty cargo vessel. = random 40,000 to 800,000 crystal
(7) Your fleet thwarts a pirate raid for a reward! = random 20,000 to 400,000 deuterium
(8) Your fleet found a small cache on a planet. = random 200,000 to 600,000 of one resource.
(9) Your fleet find a huge amount of resources someone left behind! = random 2million to 6million of each resource type.
(10) Your fleet did not find anything important this time out and return to base empty handed.
For each of the research items that really don't have a use once they have obtained the ship, or defense needed, let them add to functionality also in smaller percentages.
Example -
Energy Technology - For every level of Energy technology researched, each base's output would increase 5%.
Hyperspace Technology - For every level of this technology ship speed is increased another 2%.
There's many thing like this to do with the other technologies so they don't become 'dead' once they hit level 5 or 6. Do an addition for each tech so people have something cheap to research and still keep feeling liek they are growing.
Keep the scores for people visible when fleets are out and about. Perhaps add a feature to Zorg Physics to have cloaking abilities to come into play. Espionage would counter that one naturally. a higher Espionage would be able to see a fleet with a Zorg physics being a level or two lower. but someone with a higher Zorg Physics would be cloaked against espionage, etc. etc. This one would require some changes in the costs though.
Either get rid of the resource purchase like you did on Massacre server, or double the amount purchased with rubies to make it more worthwhile.
+50% production on resources and ships for 30 rubies for 7 days
+75% productions on resources and ships for 80 rubies for 7 days
Small moon purchase - buy a small moon range 5k to 7k size for 50 rubies
Medium moon purchase - buy a medium sized moon 7k to 9k size for 100 rubies
Large moon purchase - buy a large sized moon from 9k to 10k for 150 rubies
Moon package - If you have 10 planets, you can buy 10 small moons for each planet for 400 rubies.
Base immunity - All bases are immune from attack for 3 days - 10 rubies (This would not include fleets doing ACS defend missions - just when they are at the base.
Defender shield - Increases all defense stats by 300% for 7 days - 100 rubies
Just a few suggestions.