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Messages - jimbojones

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16
Extreme Universe / Mines
« on: January 21, 2010, 05:18:23 PM »
The output of my mines has just doubled?!

Has this happened to everyone?

I had been wondering why the mine output wasn't double from the old version as Matt had stated it would be!

17
Extreme Universe / Re: Introducing Starfleet Commander Extreme
« on: January 21, 2010, 01:40:52 PM »
Quote from: "Rubi"
I really hope BFG have shot themselves in the foot.  It's really crap that they should turn against the players that have been putting hours and hours into the game by making everything they've achieved pointless!  I for one won't be playing the new game.  It's taken me months to climb up into the top 100 and I have no intention of starting again.  They should have had some respect for existing players and improved what was already there!

What I can see happening is that most people outside the top 500 will move to Extreme lock stock and barrel (over time) but that the top 500 will be invested in the original. If anything it will make the original game better and more entertaining for the top 500 because alliances will turn on each other and far bigger front ups will occur. It won't just be about beating the little guy.

18
Extreme Universe / Re: Problems with Ship Building
« on: January 21, 2010, 12:36:13 PM »
Contact Support

19
Extreme Universe / Re: Who calls first Artemis?
« on: January 21, 2010, 11:19:22 AM »
Quote from: "Xight"
100 resource points.  Then you are free game to all who are < 5x your resource points.


Yes I remember now! Well at this point everyone is pretty even. Still I don't like waiting :-(

20
Extreme Universe / Re: Who calls first Artemis?
« on: January 21, 2010, 11:06:57 AM »
Quote from: "GalaxyGreySi"
Whoo! I got my first Artemis! Besides that, it seems quite silly to be building defenses right now, since EVERYONE is still in n00b protection.

God I can't remember for the life of me it's been so long, when does protection end?

21
Extreme Universe / Re: Extreme still in Beta?
« on: January 21, 2010, 09:35:57 AM »
That wouldn't be great

22
Extreme Universe / Re: Introducing Starfleet Commander Extreme
« on: January 21, 2010, 02:09:20 AM »
Join up Extreme!

It'd be rude not to  :D

~:Snip:

23
Extreme Universe / Re: Hmmm... Who will be on top?
« on: January 20, 2010, 11:34:25 PM »
770 points, hmm that has to be an admin who had a time advantage! No other way you could do that in 2 hours

24
Alliances / Royal Navy Alliance
« on: January 20, 2010, 09:52:19 PM »
Recruiting for Her Majesty's Royal Navy.

This group is open to anyone from The British Isles and all present/former Colonies or just anyone who fancies it really!

Join and be part of something great!!!!

Look up 'Royal Navy' under alliances.

More to follow

Yours in health (comparatively!)
Admiral Horatio Nelson

25
General Starfleet Discussion / Re: Fleetsaving is lame
« on: January 19, 2010, 07:54:20 PM »
These where my ideas to fix it

viewtopic.php?f=7&t=2373

26
Feature Suggestions / Re: Fleetsave Commander
« on: January 19, 2010, 07:52:48 PM »
Any word from bluefrog? Would any of this be viable?

Reason I ask is after 4 months I'm getting a little bored of the fleetsaving and from what I can see by the amount of previously highly rated players that are now inactive, so are a lot of others.

27
Feature Suggestions / Re: Fleetsave Commander
« on: December 23, 2009, 04:52:26 PM »
Quote from: "dbmoreland"
I like this idea. And in order to encurage "picking" on the top players, make the tribute the same as the diplo tax, i.e. if the planet owners points are high enough they would have to pay 75% in their resources as a tax.
The "occupying" fleet would take a percentage of the output of the planet's mines directly into their cargo holds until they were full. They would then have to fly them home. This would give a much more active feel to the game and be less of a kill the sleeper game.

Yes indeed, I'd actually be in favour of scrapping the diplo tax altogether as it's totally unrealistic and in this case would be pointless. This way the players colonies can still run attacks but have protection on one of their planets for the same cost as diplomacy, the best of both worlds!

There are quite a few players in the top 1000 who are in Diplomacy mode, so it would be attractive for an overlord because he would stand to gain 75% of their mines which could equate to, in some cases, over 100k of each resource each day. I'm sure there would be a lot of players who risk ships for that kind of daily return and a lot of defensive players who would appreciate being under the wing of a powerful player.


Quote
So they take over the occupation, then immediately abandon it 5 seconds later. After all, I really want the million resource salvage, not the paltry 10% of the planet's 100k daily production I could get for occupying the world for 24 hours.

So make salvaging an overlords fleet impossible. I'm not saying get rid of it in the rest of the game but just within this aspect. You could say that the debris rained down upon the planet, this way you would only attack to supersede the overlord or to liberate the planet.

As suggested if we made the amount the same as being in diplomacy mode then it would become very profitable

28
Feature Suggestions / Re: Fleetsave Commander
« on: December 23, 2009, 04:13:44 PM »
Quote from: "Rob"
Interesting idea, but it can't work without significant overhaul to the game. The reason being that defending a conquered planet fails in the same way that defending your own planet fails: The attacker has all the advantages. They can scout the planet, see what's there, and send enough ships to crush the defense, regardless of who is doing the defending.

I mean, if I can't leave my full fleet safely orbiting my homeworld, where I have major defences, then how could I leave a small portion of it orbiting someone else's world? It would surely be discovered and recycled in short order.

Ah but this is because you're thinking in current terms, there would of course be an attitude hangover should this be implemented but it would create different kinds of players and styles in the long term. Not everyone could easily manage being an overlord but it'd be a bit silly if they could. At the moment the only definable styles are attacker and diplomat/miner, under this system most people would have leaner fleets that would serve their purposes although some would have massive ones for domination of other planets. Finally some wouldn't need any attacking vessels because they lived under protection.

An easy workaround for the scouting issue you raised could be that the espionage tech of both the overlord and the planet are combined (it would make sense that a force would use the defence network of the subject planet), this would make it quite difficult to see exactly what the orbiting overlord fleet had providing some ambiguity. For instance you could see how many ships but not know what they are.

A nice workaround that would offer a little bit more protection for the overlord would be that any third party wishing to attack the overlord could only choose to supersede him and become overlord himself (in which case he'd then be at risk himself) or liberate the planet and not claim and resources, which would mainly be done by the players colonies, alliance and buddies. This way if you wanted to attack the current overlord then you'd better be able and willing to then defend the planet yourself rather than taking a cheap shot.

Also the issue would in large parts be countered with the use of alliances. At the moment alliances are rather dull, this would make them all important and far more realistic.

Finally maybe if the % incentive was good enough to make it attractive to the attacker but also not put off the defender from carrying on then you'd have a situation where it would be useful to the attacker and worth risking some ships.

I don't believe it would require as a big an overhaul of the game as you may think. The coding isn't that different from group defend or missions. I think in many ways this is a much more easily implemented change than say moons.

29
Feature Suggestions / Re: Fleetsave Commander
« on: December 23, 2009, 12:42:50 AM »
Quote from: "crinoshunter"
 

you are not alone.. i build defenses too.. i just want to have all my worlds with so many Plasma Cannons.. that it would cost more to attack me then it would be worth

You see I don't much but that's only because I haven't seen the need to, it seems like shame to have to spend all those resources on them when there's no need. I'd prefer a more rounded game where defences were as important as warships, this is the only solution I can see!

30
Feature Suggestions / Re: Fleetsave Commander
« on: December 22, 2009, 09:09:24 PM »
Quote

I do like this idea, then your alliance could help "liberate" your planet and so forth.  This is the first idea that I think could actually be implemented that would increase the rate of combat, and you can still fleetsave, but at some point you have to fight.  

But this also takes care of other things such as "Protection for a fee", but creates other issues like this being abused as pushing, but if they have to have ships in orbit (and let's say they had to maintain a minimum amount of ships or type of ships to get certain %s) then is it pushing if they are tying up their fleet to do so?

higher level players could do this to protect lower alliance members, the main problem I see is:

Do occupying fleets see incoming attacks? I think so, but this would have to be just a msg to the occupier
Would they in turn fleetsave and just come back? probably...
Could defenses/ships on the occupied planet be built? I'd think not...

Still a lot more things to look at, but a good idea.

I don't think it would generally be considered pushing, one way of avoiding this would be to make the tribute automated, that way it's out of the control of the occupied player until they liberate themselves.

I do like the possibility of offering protection, this makes the whole system much more feudal and empire like. Player would actually contact a highly rated player and ask them to invade thus giving that planet protection making the deadly dull diplomacy mode unnecessary! At the moment the game is just about building bigger and bigger with no other objective. This way you'd have another way of going up by having an Empire category in the leaderboard.

I think that if the planet chose to fleetsave when they saw an incoming occupation then they'd have to either face them or send them to another of their planets (no option of going on a short harvest mission etc). From there they could launch a counter attack on the enslaved planet (if they have to forces that is). I think this would be much better if it only worked for one planet rather than all of the players colonies. It would still be in their interest to front up and face the oncoming fleet and develop defences.

I think you point about defences/ships on the occupied planet is a good one, you'd have to rely on one of your colonies or alliance members to come to the rescue. They could still build mines but nothing of a military nature on that particular planet.

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