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mythics Posted: 17:34:28 21st Nov 2006

Posts: 851

Topics: 69

Location: United States

Gender: Male



oh no, this arguement again...i think this will exist forever and we never will come up with a decent solution beyond the new server (thus new version of SL)




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Gold Rush Posted: 22:35:52 21st Nov 2006

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Location: United States

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Comodore i havent attacked a major hw recently... i have been saving for a special target ;) i have a goal i aim for... when i get it i can rub it in everyones face thill i rebuild and do it again... also with 50 planets it dont take months to rebuild :P.... and u gotta pick ur targets wisely to get somethin out of it ;)




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Comodore Posted: 06:31:41 22nd Nov 2006

Posts: 111

Topics: 13

Location: Albania

Gender: Male



Good luck with your attack, although i doubt you will gain more than a maximum of 30% of what you will lose in the attack. Acoording to me thats not a very good bargain, at least not for some funn that lasts mere minutes.

My suggestion to fix this problem is

1. to find a way so that a certain percentage of t/e on the enemy hw can be captured after the HW is defeated.

or;

2. an Automatic transfer of a certain % of credits for every 500k trained assault crashed on a HW.

or;

3. An automatic transfer of a certain % of credits for points made. (for example at 100k points you automaticly get an "x" number of credits). This copuld either be done during the then existing round or in the beggining of the new round. Also, the credits should be at a resonable and fair ammount.

Personally i prefer the 3rd option.

As Gold Rush pointed out experienced and more importantly "patient" players can play the game as it is. However i strongly believe there should be more incentives to attack and higher rewards for attacking.

Attacking results in activity and activity results in new players.




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Griffin Vengance Posted: 19:35:44 22nd Nov 2006

Posts: 3292

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Location: United Kingdom

Gender: Male



Problem is, credits simply don't mean that much to some people, and Commodore, you gain a lot less then 30%; you have to train the assualts as well, around 1.2 mill per. 50 assualts, and you're throwing over 80 mill troops at a 75 mill defended h/w; a loss.

The troops/energy remaining is interesting of course, but last time I heard the Prof waved it off as too hard to change.




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Bert2 Posted: 19:49:48 22nd Nov 2006

Posts: 2477

Topics: 101

Location: United States

Gender: Male



Actually the current system will lead to much, Much more attacking. It's just the sprint players who don't see this....




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TallDude3rd Posted: 03:25:26 23rd Nov 2006

Posts: 1850

Topics: 37

Location: Netherlands

Gender: Male



If attacking comes cheaper, noobs will take even longer to build up. The game isn't ment to be for easy attacking and over-active gameplay. ppl who are really active can pirate more, probe and find more etc.
A new player can't attack a HW, duh! it took bigger players a while to get those friggin HW's. Players who get bored after 2 days, would've gotten bored if the attacking was changed, they will not like the game.




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Comodore Posted: 04:44:25 23rd Nov 2006

Posts: 111

Topics: 13

Location: Albania

Gender: Male



Griffin, yes i reckoned troops/energy remaining (at least some % of it) would be difficult to program. However i believe the automated credit award system would not be as difficult to program (although i am not very familiar with programing and would not know exactly how difficult it is).

Bert, one could argue that most OMG players are sprint players except for a select few. And i agree the current structure of the game will ultimately lead to much more attacks, but those attacks will be exchanged betwen players who have collected and saved for years and who's number is very limited, thus restricting attacks/activity betwen those players.

TallDude, if you make attacking cheaper then certainlty you would have to make production higher as well, so as to establish a balance betwen the two. The game would esentially remain the same, only its rhythm/speed would increase.

I fully understand that arguments for change will meet resistance by certain categories of players. In fact i am a builder myself :) and it would not be convenient for me to increase attacking. However, personal convenience should not be on our minds while thinking about these issues.




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TallDude3rd Posted: 07:26:41 23rd Nov 2006

Posts: 1850

Topics: 37

Location: Netherlands

Gender: Male



There are players training 50 assaults... That's a LOT of time invested. A lot of players CAN train that many assault but do not invest that amount of (boring clicking) time in the training.




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Bert2 Posted: 08:32:45 23rd Nov 2006

Posts: 2477

Topics: 101

Location: United States

Gender: Male



Maybe we need a new training building that can autotrain but drains res from the planet in order for it to do so....This would increase attacks :shrug:

Another thing we could do, not possible to code maybe, would be for clan mates to offer jobs on clan boards in exchange for res, kinda like a market, Jobs could be posted with set prices and this way vets could have others kinda running MTC on their acc's for them and it gives the new guys something to do in order to stay more active.... Not sure on the specifics but depending on how well this would go it could get creative....




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RioGrande Posted: 08:34:38 23rd Nov 2006

Posts: 972

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Location: United States

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08:30:09 | LordAiron planet ArmorBase 002 has been captured by SmartFox, LT Confederation.

check the news...:S




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13:36:34 | ratas planet Shompanas has been captured by RioGrande, Elites In Da Galaxy.
18:28:35 | MageofMaddness planet 000MaddLab has been captured by RioGrande, IDG Elite Force.

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The Art of War

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