Why dont we get some developers to help out? Computer programmers in college that can use some practical experience (for free) may work? Or players that already have some knowledge of the game. All we need is stefan's support I suppose...
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Imperial Forum → Posts by Listos
Why dont we get some developers to help out? Computer programmers in college that can use some practical experience (for free) may work? Or players that already have some knowledge of the game. All we need is stefan's support I suppose...
the strong will prey on the weak. Here's the thing, theres a finite amount of targets and planets to choose from and big families tend to agree to not fight or hold off at least until the end of the round
If i were to guess Cjay, its that the mods play favorites and its not really a hidden fact. Most of us know this. I think what the real question to ask isnt "why can some break forum rules and others not" but rather "how many warnings do each person get when breaking forum rules"
I mean, I play by the rules pretty well, and i havent broken any rules intentionally, so I reiterate the mods play favorites. The other reason I can assume is that they are lax for certain players that have been around a long time and expect a certain attitude from each of them and if the attitude is normal for them they wont punish them severely because its expected
It depends on whats going on with updates and what not. Usually its a few days, however I noticed that there are several new updates that have recently been included and I think that may be a factor.
Personally i would prefer quality over speed. Rushing only means mistakes happen
cool Render, I never really gave out ideas or thoughts before so I figured having come back I would toss a few out
and yeah I know, but sometimes it helps to reiterate =P
How about new operations and spells? Like
Sabotage Endurium: Destroy x% of endurium
Hamper Fleet: Increase travel time of a random fleet being sent
Terror: Decrease population growth by 5% (stacks)
Construction Obstruction: Increase construction time on a planet by 6 weeks (stacks)
Fearless: Increase attack strength of units but decrease defense for 8 ticks (maybe another disadvantage, like cannot send out fleets for 4 ticks?)
Manifest Destiny: Decrease Exploration Ship Travel Times by 3 weeks (or 4 maybe? Or less?)
so forth
another note, I think there should also be included in the process another way to deal with the game.
Why dont we include the ability to move buildings from one planet to another? like "transferring" them. Maybe include a cost to move them. Even time frame like with fleets. I think it should also be comparative to the OB on a planet for the transfer cost. After all, move all your buildings to a high ob planet and just mass build again would be too easy. Gotta make the cost really high for moving to a planet with high ob already.
Also. Pirates. Space Pirates that attack exploration ships and fleets. And they talk like pirate thursday. Arrr matey. Then you can pay a ransom (if you sent an eship) to get it back.
I just wanted to point out that ultimately, for all the time, effort and energy put into this game, unless we have a developer to actually work on the game, it doesnt really help to sit here and yell, argue, scream, fight or say things about Gwynedds underpants. (His wife tells me they have cute polka dots).
So I think the first step is to find a developer to help fix IC up and get more things rolling, then after that, we can attract old players and even new players by telling them about the exciting (yeah right) new improvements. Another thing that couldnt hurt would be to make banners and put them on facebook on our facebook pages or some one can make a twitter account (I'm looking at Gwynedd or KT =P) and they can post things about the game or even talk about the wars going on. like 2018 just killed 2140. #expowarsftw
Little ideas. I may suggest something to one of the mods when I'm on IRC next and gwynedd is wearing his cute polka dot undies
I agree with Render. Its a good idea and it provides more fun in the game. you dont know what you'll get and early on it could make a top 5 fam drop rankings or a bottom 5 fam go up
I agree, negative boosts would be a nice change as well. Negative. I think they should be hidden probably too.
Hidden ones are probably more likely to be difficult to really deal with since people can hand them off to their family members, so maybe a 1 time event?
Like:
-Plague where you lose a certain number or percentage of a specific unit or maybe pop?
-like Lightguns travel boost, I would say instead of a boost, perhaps have a gravimetric ?
-even a black hole in general that would increase travel time in a system?
I'm sure theres lots of ideas, however I know one that would really get people going
-a bigger morale bonus. +2 or +3 instead of +1. that would be like, really huge for attackers.
I'm 100% sure someone else came up with this idea but...seeing cjays question in questions made me think about this
Planets have different bonuses or none at all. Some have research bonuses, some have morale bonuses and so forth.
Why dont we add in more planets with bonuses like:
- Cash income boost
- Population increase boost
- Construction speed boost
- Op amount boost
or my personal favorite:
- the first person to explore this planet gets a small amount of units boost (like 100 soldiers) because by the time units really matter, almost every planet has been explored.
Speaking of the above idea I had another; why dont we have planets with "ruins" on them or something. Free resources, free cash, free units, so forth. It would increase the excitement of exploring early on. And its a one time shot so its a quick boost to help end the exploring phase faster potentially or build more buildings or we all know how to play the game. I dont need to elaborate.
I dont know. I havent played for like, 2-3 years. But a couple really fast thoughts I had out of the blue
(I blame Civ 5 for the ruins idea)
Oh and all of the above ideas of mine, instead of having them revealed already, do the morale thing where you stumble upon it through exploring.
@cjay
well if you already know the answer why are you asking the questions? =P
shouldnt this be in ideas?
Also, resource percentages arent necessarily an advantage early on. A 25% iron or endu planet maybe, but 10-15% doesnt really make much of a difference early on. Perhaps after the first week when people start mass building, however, by that point other families could have easily explored much better planets. Now if they start off with a morale planet in their home system, which has happened to my families in the past (2 in one case) thats a really big advantage
As i understand it, the placing of resources is designed to be random, as well as the percentages. For example, 1 system could have a 66% research planet, 5 iron planets around 15-20%, and 1 endu 16% and food 35% on the last planet. Theres no real rhyme or reason in this case. In the situation of morale planets, I'm not quite sure if they are as randomized seeing as they are not just invisible til you explore them, but i'm curious if the mods are able to declare a certain number per galaxy to even the numbers out
I've always found it best to stay on the safe side, 11-1 was the ratio for me. Then again, there was that time I misread 600 as 60 and lost the fleet =P
I once convinced Orbit that I was a good player =P
that the fact that this had to be made most likely means it will probably be a waste of time. Seeing as most people will either complain or argue or flame on here, it doesn't seem very likely this will work =O
he has an american sweatshop for a server room. all they do is sit there too lazy to fix any problems ![]()
your ever play halo? thats a game about me ![]()
I recall a friend running early pop one round and me running Cfs. By third week we were making about the same income, course, I was running cf's only, but now I'm doing cf/to strat, but at the first month being done, he had over 1 mil income and I was 800k. Course, this was back in andro and we werent playing an overall strat, just teams... But I feel that if you focus on cf bankers at the beginning, devoting a percentage to a pop banker to be early pop, you may get it to pay off if they are active enough to monitor pop AND market. Playing the market will make the biggest difference as you will net more resources to build with early on
I would join, but I do not believe I would be active
/me waves to motherjedi
Imperial Forum → Posts by Listos
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