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Messages - Ta'len

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Feature Suggestions / Re: Let's brainstorm...
« on: September 09, 2015, 06:29:03 PM »
Right now, the game in every universe can be boiled down to a simple phrase:

He (or she) who has the most ships wins.

There is very little strategy involved in the gameplay, and the game doesn't encourage new players to come into the established universes because it is almost impossible for them to catch up and be competitive in any meaningful way.

What I would like to see is a means to enable more strategy and gameplay options for smaller/newer players.

Perhaps some sort of defense option that limits the number of ships that can attack a planet during any given round.  Think of this as the defense equivalent of creating a choke point, or the use of a terrain bottleneck feature so that a smaller defensive force can potentially hold off a larger force.

Perhaps a way to intercept fleets while they are in transit; like a sniper or a Guerrilla warfare tactic.  Obviously, you don't have the fleet required to take out the entire force, but you can pick off a few ships and then retreat.  Mechanically, this could be like a single round of combat, instead of six rounds, with the defender being able to respond with only what is left after the surprise attack.

Being able to force an attacking fleet to either speed up or slow down.  Some sort of defensive option that will speed up the fleet, or affect the speed of some ships based on their propulsion technology.  Also, perhaps slow the fleet down in response to the sniper/guerrilla attack I mentioned previously.  Maybe just enough for a target to move their fleet out of the way if they are locked.

An attack or defense option that completely disables certain drive technologies.  For a period of time (24h?) ships with that drive type can't move in or out of the planet.  So if you break Warp, then you can only attack (or defend!) with ships that use Jet or Pulse drives.  Ships like the Ares would still be able to attack, but only because they can switch back to the Pulse engine that was upgraded to Warp.  They will slow down, and will either slow down the entire fleet, or arrive later than what they would have.

Introduce a maintenance cost for ships.  Not just the cost to build them, but the cost to maintain them.  This would help offset the GINORMOUS fleets, unless that player also had the mine infrastructure necessary to keep that fleet maintained.  Have the maintenance costs scale up based on the number of ships present, so that small fleets have negligible maintenance costs, medium fleets have moderate maintenance costs, and huge fleets have very large maintenance costs.

General Starfleet Discussion / Re: The next uni..
« on: January 08, 2015, 04:39:13 AM »
I feel much the same as Deeds. I have literally just been marking time in the Eradeon universe more out of habit than any real enjoyment for the game itself.

Conceptually, I think Eradeon was very close to the mark of what a "best of SFC" universe would look like. The thing that has killed it, though, is how SLOW everything is. Many of us have chimed in on other posts, talking about what was good and what should be changed, so I won't rehash those conversations.  I will, however, throw in that I am about ready to throw in the towel, here, and walk away from this Universe. Perhaps even the game, at this point.

I enjoy the initial excitement of a new Universe, the rush to build up as fast as possible, the excitement from unlocking each new type of ship, gaining RSP and DSP and watching your various Leaderboard ranks go up and down in active competition with the other players.  THAT is when SFC is the most enjoyable for me. I haven't been excited about Eradeon for several weeks, now... maybe as far back as early November, even.

Feature Suggestions / Inactives - Mine Production
« on: December 04, 2014, 12:42:32 AM »
If an account goes inactive, can we get BFG to programmatically set the mine production to 100%?  (Even if that results in power issues...)  Let's face it, farming inactives is a big part of resource acquisition, especially for lower-ranked players or in low-resource universes like Eradeon.  Some people turn off their mines when they go inactive - which is incredibly rude!! -- resulting in one-hit wonders that never do anything to benefit the game once whatever resources are there have been scooped up.  If BFG were to re-activate those mines, though, the inactive planets would continue to produce and become a resource until the account is purged from the game.

General Starfleet Discussion / Re: Any Idea?
« on: October 29, 2014, 11:54:57 PM »
I've discussed several of my ideas with Deeds, so many of them have already been presented here in one form or another.  Here are a couple more:

1.  Inactives are sad, and I hate to see people leave the game, but... I'd love to claim the (i) or (I) planets like you are able to claim territories in Hired Guns.  I think it would be an interesting mixup of the status quo to make it so that players need to fight over the inactive planets in order to gain the resources from it.  Do you want to claim a newly inactive colony?  Send an attack fleet that kills off the ships and defenses, and then it is yours -- with the rebuilt defenses still in place to fight off other people who want to claim it.  Do you want to keep that territory?  Then build defenses or send ships.  However, that is just your territory, not your planet, so you can't upgrade the mines or anything like that.  What you see is what you get from a production standpoint.  Only the person who has a claim on the territory can send cargo ships to "raid" the production, everyone else will have to attack it and claim it for themselves.  Only up to 9 inactives can be claimed by a single account.  Even if claimed, all inactives are eventually purged, so that territory will only be around until the account is gone...

2.  I love the new Leaderboards that were put in place after Deeds and I recommended using RSP instead of simple counts for ships, defenses and Research.  However, these Leaderboards get a bit stale.  It is nice to see current top dawgs, but I'd love to see a weekly/monthly leaderboard that shows the top activity within each category.  Who earned the most RSP or DSP in each category during the last week/month?

3.  The initial buildup is fun, and challenging, and active, and you have to pay attention, and you need to plan and set goals, and manage the production... etc.  After that, it does get a bit boring trying to build mines and research, and people really want to get into the ship building and DSP hunting aspects of the game!  Let's help people get there... let's help everyone starting off in a new Universe get there faster, and let's help newbies coming late to the game get there as soon as possible.

3a.  I think early mine production should be higher.  I like the general concept in Nova where mines over level 30 start producing less resources.  However, it sucks to have a diminishing ROI the more you build up... let's not punish people who want to keep building!  Instead, let's just reduce the cost and increase the production for mines under level 30, and then have them use standard costs and production once they hit level 30.  That would get people up to level 30 on their mines quite a bit sooner, and then for those who want to switch over to ships, they can leave their mines at reasonable levels and focus on what makes the game fun for them.  Those who want to keep building can do so without it becoming overly burdensome.

3b.  Let's get people unlocking all of the ships a bit faster.  We are, what, two months into Eradeon, and not everyone has the Zeus or Hephaestus yet?!  How about we have two tiers of ships.  All of the ships in Eradeon will be Tier 1, and they will be something that can be unlocked fairly quickly, say after two - four weeks of play AT MOST.  Then, Tier 2 ships will be all of the cool other ships, like Curetes and Erebus and those other ones that aren't in Eradeon.  Tier 2 will take some effort to unlock!  Maybe just by getting research up to higher levels, or building high-level shipyards, or perhaps by adding Eradeon to your buildings in sufficient quantities to enable them to produce those ships... I'd be happy to continue hashing out this idea for the particulars of what would work or not, but this is the basic, general idea.  Let's get the Tier 1 ships out and available much quicker, so people can start making their basic attack fleets.  Those ships are good enough for some players to have devastating attack fleets, but for those who want the various advantages introduced by the Tier 2 ships will then have a goal to play towards.

3c.  I think Eradeon should be a mid-late game option.  Up until a certain RSP score, let's say 1 million, NPCs should give out plunder and debris fields from their ships going BOOM.  After the player reaches 1 million RSP, though, NPCs should start giving out Eradeon, instead.  This way new people, or those who don't start on day 1, hour 1, minute 1 of a new Universe, will have an additional source of OCH for their building purposes.  However, once you build up enough, your mines had better be sufficient, because after a certain point, the NPCs will start giving you Eradeon instead of resources!

OK, that's enough for now.  Happy, Deeds?  I shared my ideas.  :P

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 09:39:19 PM »
The nicest thing about no newbie protection on NPCs is that, if someone loses their fleet, they can use NPCs to rebuild it.

But if someone loses their fleet, they will have a corresponding drop in RSP, and would be able to start attacking NPCs again.

Also, with newbie protection, the largest NPCs would still have sufficient RSP to be attackable by high ranking players.  The smaller NPCs would be left alone for the lower ranking players.  Newbie protection wouldn't completely eliminate NPCs from the late-game; it would just limit their availability, and increase the competition for them.

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 07:08:27 PM »
Newbie protection used to apply to NPCs, but was removed at the request of many players.
Tournaments with no NPCs fared extremely poorly. It's unlikely that we'll remove or reduce them for the next permanent Universe as the significantly prolong the life of the game for most players.
How long ago was that decision made?  I'd like to argue that the player base may have changed their point of view since then.  While many still appreciate the availability of resources, they are nevertheless becoming tired of the constant scan/attack/harvest/repeat process for gaining those resources.

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 06:42:00 PM »
How about this system for rankings(prevents probe and missile inflation of ranks too)

Overall :Total points from all of the below:
Building: RSP involved in infrastructure
Ship: RSP involved in Ships(NOT ship COUNT)
Defense: RSP involved in defenses, NOT defense COUNT)
Research: Points awarded for RSP Involved in research, NOT amount of techs researched.
DSP: Same as it is now, equal to the amount of Ships RSP you have destroyed.

I think that system would give a much more accurate placement of where people place their focus, and would make gaining the top positions in each rank a bit harder, since inflation with probes, fodder, and missile/laser would NOT inflate the rank beyond their RSP value.

anyone agree with this?

seeing more and more buddies saying they want no NPCs, i think they should be nixed..

Again, I agree.  Basing each rank on RSP for that category makes MUCH more sense than simple counts.  It is stupid to enable Rank-baiters (tm) who build tons of crew droids, Hermes probes, Missile Batteries and who research the useless Techs just to be higher on the Leaderboards.  Let's keep those ranks for people who actually EARN them.

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 06:23:26 PM »
One more thing.. can we get rid of "Crew" as a rank please? to be blunt, i think its stupid.
The only "RANKS" i think should remain are
Overall, RSP, DSP, Ship, Defense, and Research.

Speaking of research, can we speed up the research times?(compared to original obviously). they are soo slow :P

+1 - Get rid of rankings for Crew.

Can we get a ranking for actual buildings?  How much of the RSP is from Ships, Defenses and Resources?  I've always been curious, given how much I traditionally invest in building mines and other Buildings.

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 06:20:26 PM »
2: 5 galaxies..hmm.. well, also with that first planet, instead of bunching everyone in g1 and slowly working upwards, can we have our inital planets spawn be random in ANY galaxy?
meaning, just as many new players would be showing up in G 2, 3, 4 and 5 as would be showing up in G1.

Oooh... or even better, can we CHOOSE where to place our Homeworld?  Maybe start the game with one free planet move so we can start off wherever we want?

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 06:06:06 PM »
When the Universe first launches, and, say, for AT LEAST the first week, please (please please pleasepleaseplease PLEASE) disable the option to purchase Tokens.  It is total BS for people to plop down $200 and purchase 2m credits worth of tokens to jump ahead of everyone else using items from the Lucky Draw.

In the late game, the Lucky Draw is basically useless, but in the first moments of the game it has a HUGE impact.

I think Territories should be exempt from Newbie protection.  They are a mid- & late-game resource, and should be attackable by anyone regardless of the rank of the player holding them.

That being said, I think it is ABSOLUTELY a valid tactic to attack territories.  Even if you don't need them, and even if there are no ships on them, simply taking them away from others is a good tactic.  Territories are a RESOURCE.  They are either helping you build things faster, allowing you to build ships that you can't build on your colonies, making available new research, etc.  Not to mention, they can be used strategically for planning attacks; you can send your fleet to a territory near your target, and attack with local speeds rather than interstellar flight times.  That drastically reduces the opportunity for your target to GD, FRS, or rush build Hermes to blow your battle numbers out of whack.

General Starfleet Discussion / Re: Universe 3 Discussion
« on: March 07, 2014, 05:29:02 PM »
I only ask one thing of you Matt in regards to the new universe. Can you please make it, so that NPCs happen 50% less frequently? When i think throwback, i think only PvP. I understand you want NPCs as do other players, but maybe a compromise of Less NPCs is in order?

I agree completely.  NPCs make it so that Mines and Missions are basically useless in the late game.  Mines and Missions are only useful in the first couple hours of game play, just long enough to help you get your first ships capable of attacking NPCs.  There is no real benefit to investing your resources in anything other than ships after that, since the production rate for Mines and the rate of return for Missions is not even comparable.

I'm somehow ranked in the top 20 in HG, and all I seem to do is hunt NPCs.  I've been faithfully building up my Mines, because I always want to be able to recover quickly from a potential fleet wipe, but Mine costs are too high, and their production values are so low, that I just don't see a point in it anymore... not when there are so many NPCs out there with hundreds of millions of resources just waiting for me to scoop up.

I think NPCs can be almost essential in the early game, and I think they can even be useful in the mid-game, but in the late-game (or, rather, for the high-RSP players) the NPCs shouldn't even be an option.  Leave them in for the lower-ranked players to have as a source of decent resources, but remove them as an option from the higher ranks.  Perhaps the concept of newbie protection can apply to NPCs?  That way the big guns can't even scan them, much less attack them.

Hired Guns Universe / Re: Suggestions for Hired Guns
« on: March 04, 2014, 09:39:08 PM »
Crashing them into an NPC or player requires hydrogen to launch the ships.  Also, it could be a rules violation if you aren't careful when attacking another player.

I definitely don't want to take away the incentive to spend credits on the Merchant... that's why I suggested a building (which will take time and resources to build) that converts very slowly (rather than instantaneously, like the Merchant) and at a poorer ratio than what you would get by using the Merchant.  Plus, like I've been discussing with Deeds, if the resources and ships/defenses in queue can be plundered and/or attacked, then you would need to be careful about how much you put in it.  It would still be useful, but for time considerations, the Merchant would be much better.

In fact, they could even ADD something for credit purchases with this: they could add a Trade Magnus, which can be purchased for 25k credits and increases the conversion rate by 25% for 24 hours.  (Similar to the existing Cargo and Recycler Magnus that are already in place.)

Hired Guns Universe / Re: Suggestions for Hired Guns
« on: March 04, 2014, 09:18:17 PM »
Well, any ships/defenses you put in would come out with their standard debris, both Ore and Crystal.

When you add resources to the queue, you can specify what it should be recycled into.  You add Crystal, and you can choose to convert to either Ore or Hydro.  Etc.  Once something is in the queue, it should be considered untouchable, just like a shipyard build queue.  You can see what is in there, but you can't remove it.

Hired Guns Universe / Re: Suggestions for Hired Guns
« on: March 04, 2014, 07:58:58 PM »
I would prefer a single building, personally; I am already approaching high 200s on my colonies, and consuming another 32 (4 buildings x level 8 each) fields would be horrible!  I think it would be a bit easier for BFG to implement, as well. ;)

As for conversion ratio on ships/defenses: I think their debris value is what should be pumped out.  Keep the numbers identical to what is already elsewhere in the game.

I do agree that you should be able to queue up the ships and raw resources, BUT I think they should be attackable while they are in the queue.  (To prevent people from dumping their fleet if it is stuck on a colony that is under attack.)  So the raw resources would still count as plunder, and the ships would be on hold, just like with a pending trade mission.

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