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Zerohours Posted: 15:34:14 29th Nov 2016

Posts: 2438

Topics: 287

Location: Canada

Gender: Male



This is a very organized list! I will have to make sure the rest of the dev team reads this and we will discuss it Saturday. It is too much information and potential change for me to comment on solo.




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Cajin Von Sian II Posted: 22:07:28 7th Dec 2016

Posts: 70

Topics: 22

Location: Angola

Gender: Male



The problem I see with an increase in planet holding limit is that you would have what you have now, there might be an increase in activity for a short time while people that get the higher cap are filling the new slots, but then they'd fall back into the dormancy they are in currently. Higher production would be beneficial to the active players, but I think it needs to require activity like a multiplier related to morale, even though morale is kind of a weak system, it is already in place. Adjust the production formula to be production * (1+morale*.00003) that way if you get your morale up to max it doubles your production. If wanted to play around with it could adjust it so it is .5+morale*.000045 so that get a reduction in base production if you aren't active but can still bump you up to the double production if you are active. But options like this would require activity to increase your production.


zyx Posted: 23:21:23 7th Dec 2016

Posts: 1974

Topics: 80

Location: Lithuania

Gender: Male



What would happen if planet count would be unlimited at all?
It would be challenge to conquer all galaxy, and that means increased activity for long time, not for some days.




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ReaperOfSouls Posted: 23:35:50 7th Dec 2016

Posts: 266

Topics: 15

Location: United States

Gender: Male



I like CVS 's idea of a morale being a production multiplier. That seems like a more permanent solution to increasing activity.

Zyx one downside I see to eliminating planet count is that it kind of ruins the bz planet handicap. With no limit you could have all the bz planets with no consequence other than having known and easy to access coords.




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Zerohours Posted: 04:26:14 8th Dec 2016

Posts: 2438

Topics: 287

Location: Canada

Gender: Male



@CVS yes that is an intreresting idea. We discussed the 100 planets idea but stumbled on some hesitations that that may resolve.

@Zyx very interesting. A little scary based on credits etc. would be great for making money as credits would be rare. It would remove any use for the market as everyone would just increase planet cap. It may be an option if properly implemented.

@RoS if BZ planets cause a problem they can easily be removed!




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Gold Rush Posted: 04:28:18 9th Dec 2016

Posts: 2966

Topics: 382

Location: United States

Gender: Male



At this point in the game I feel like the BZ planets are pointless.




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ReaperOfSouls Posted: 04:58:04 9th Dec 2016

Posts: 266

Topics: 15

Location: United States

Gender: Male



Yeah I agree BZ see planets aren't really very useful anymore. If we had to scrap them in an effort to make the game more active I wouldn't be heartbroken to lose them. For me it really all boils down to two major issues credits and activity. I think Cajins idea is the best bet so far for increasing activity as it gives players a reason to remain active. And the credit problem is directly effected by increasing the planet limit. However the planet limit increase has an indirect and somewhat temporary solution to activity while the morale production multiplier can have an indirect impact on credits through the market because of the increased troops production that's possible and the need to maintain higher planet limits. I think what we have here could work we just need to find out the best way to implement it without breaking the game further.

I honestly just want to see SOMETHING happen, years of speculation has provided no in game change. Let's implement something and work on it from there. Because as I said before the game is already in a broken state, the people who are still around I'm sure would be willing to stick it out in the event that we encounter some major hurdles in our quest for a balanced game.

Progress happens in the lab not on the drawing board.




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Cajin Von Sian II Posted: 09:17:07 9th Dec 2016

Posts: 70

Topics: 22

Location: Angola

Gender: Male



A problem I see with the unlimited planets is... I don't even want to bother gathering the troops off the planets I have, if I had a couple hundred I'd gripe even more about the time it takes to gather, even if do it through market instead of tranny


ReaperOfSouls Posted: 11:26:58 9th Dec 2016

Posts: 266

Topics: 15

Location: United States

Gender: Male



Harvesting is definitely a pain in the ass, unnecessarily tedious in my opinion. But I don't see that changing any time soon. I'd be right there with you regretting the day when I had to harvest.




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Eragon ShadeSlayre Posted: 07:54:35 12th Dec 2016

Posts: 778

Topics: 42

Location: United States



oh good more planets just means all the people who already have 25+ homeworlds can have even more. the point of this game is conflict but i dont barely see anyone attacking anything but the hundreds of inactive player homeworlds. we dont need more planets we need more competition.




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