176

(40 replies, posted in Politics)

The Great Eye wrote:

This exact same argument could be used to confiscate legally owned guns and profits by gun manufacturers that sold guns to people who would end up using those guns to go on shooting sprees like the exact one this case refers to.  Are you sure you want to continue down this rabbit hole?

I hope he does!

177

(1 replies, posted in Announcements)

What testing we're able to do is completed, DPAs should be fully functional.  If you experience any issues please inform us.

178

(15 replies, posted in Strategy)

With bombers it's best to hedge your bets and send 11-12 bombers per laser present.  Each bomber has a 10% chance of destroying a laser, many players make the mistake of translating this to "it takes 10 bombers per laser", and end up frustrated when they don't succeed in attacking.

179

(12 replies, posted in Universal News)

doomedman wrote:

How about we stop hassling the mods about things that are or are not changing and just play with what we have at hand. It isn't their full time job and are doing it just to keep the game alive.

You get a gold star!

180

(8 replies, posted in Universal News)

Epiknicedude wrote:

next round 10 fams 8 spots..
i still vouch for smaller and more fams

Find us more players smile

181

(7 replies, posted in Ideas)

LiGhTGuNs wrote:

No naps at all could be fun a fun round, but changing it mid round is not done i.m.h.o. It is not my problem some players locked them selves out of targets with all their PNAPs

This isn't a change that would be made mid-round, so no worries there smile

182

(7 replies, posted in Ideas)

Gwynedd wrote:

Remove all programmed naps from the game.

^

183

(4 replies, posted in Ideas)

big_smile

184

(45 replies, posted in Feedback)

I'd rather cut the # of planets significantly to shorten expo phase, similar to how we reduced # of planets per system in supernova this round.

185

(45 replies, posted in Feedback)

Foohonian wrote:

So after about a round of playing as a small par tax I've come to this realization:

1) a 5% morale cost on information ops alone is crazy high. I would propose no cost at all, here's why. I'm currently in war, and to use a vision it costs me 5% morale. And let's say an offensive op costs the same. So I'm sitting at 10% morale cost. That's two ticks worth on a base morale gain for 1 offensive action. Atm I can retake a planet at 2%. One destroy iron basically costs me the chance to retake 5 planets. Over the corse of 12 hours that's 30 planets or 6 destroy irons, with having to only do one vision, and that's if you find the bank on first shot. Over a day that doesn't add up

I believe we're going to increase the total # of morale planets for next round.  I'm going to say we hold off on making adjustments here until we see the effects of that increase.  Theoretically if a family puts a premium on ops they can ship morale planets to their oppers... with the potential increase in total # of morale planets this should become more feasible.

186

(140 replies, posted in Universal News)

I think it's been pointed out, but maybe you shouldn't announce a war 2 weeks before it starts.  From what I can tell people were fairly respectful of the "war" for the first few days... Not sure that you can call it vulturing after they gave you almost a week after the announcement waiting for the fight to happen...

187

(45 replies, posted in Feedback)

RareUK wrote:

- More Families:  To create a target rich environment
We can do this, but as discussed before without more players this won't work as we'll end up with more families without enough active players to do anything

- More Morale Planets:  Basically every active or big player now needs 5 as standard.
This is being discussed

- Increase Morale Planets:  Maybe from 1% a tick to 2%.
No

- Retakes:  Make all retakes a lot cheaper morale cost.
Don't believe this is an option

- War:  Adjust the war settings / war benefits so when you declare you get more morale off.
Might be possible

- Limit NAPS:  Maybe to 1 PNAP per round, and 2 other NAPS which can be broken, leaves possible targets and cancels open.
I prefer no naps, but meh.

- Science:  Stop science points adding to NW so attackers can still research without even more NW added
Doubt this would be effective as it would decrease morale across the board.

- Banker Bonus:  Maybe if you hit a certain planet count 200+ you get a bonus in morale regain, bankers can then retake more.
Doubt this is possible

- Increase Morale Operation:  Probably take to much messing around but getting rid of "Find Targets Planets" would even out the operations choices.  Currently wizards get 12 options where as agents only get 11 operation choices.   Remove find target planets which is useless with this number of players and then add an "Increase Morale" operation for wizards and agents so both then have 12 options to choose from rather than 11/12 as it is now.
Would need a lot more details on how this would work

- Attacking Morale:  Okay so basically it costs you 15% to attack that planet, if you WIN however it only costs 5%, if you lose and they defend the planet it costs 15%.
Doubt this is doable.  If it is doable, I'm not sure what it would do besides possibly stopping fleet running...which isn't effective with the new system anyway.

- Morale Building:  Again probably to much messing around but you could create a 1 off building that each player is allowed to build, the closest example we have so far would be a "Defence Station" something that each player can only build 1 of but that does a lot.  For example you can build 1 Morale Icon and get an extra 5% a tick back if you manage to build it.
Doubt it's doable

- Limit Attacks:  Boo don't like it but basically if you could only attack a player say 20 or 30 times in 24 hours then sure the small players might take 20 planets, but bankers could retake 10 of them.   As it stands now the small attacker can attack you about 200 times and you can retake maybe 5.  If fixing morale is not an option then smaller attackers need limiting as its not fair them having 1000 attacks to our 50 retakes.
Doubt it's doable

- Flight Time:  Silly idea but in reality people stuck on a ship for 6 weeks knowing they are flying to battle would have worse morale than a fleet that landed straight away.   What we need to attack, when do we arrive, 2 hours?  LETS GO!!!!  The shorter distance would have the less morale cost.   If I send 1m soldiers away for 1 week then okay people back home get a little worried for a week, if I send 1m soldiers away for nearly 2 months then yes it would effect morale back home more and in the fleet itself.
Using this logic, if you sent 2 million droids it wouldn't matter how long it took or what their morale was since they're..you know...droids

- Sacrifice Morale:  You would imagine in real life the bankers would support the attackers, throw the attackers victory parades / marching to war parades / controlling media.  That the bankers would do all they can to boost the morale of their attackers so maybe a system where a banker could sacrifice 25% / 50% of his morale and give it to an attacker could work.
Doubt it's doable, if it was it would just lead to players complainign that bankers can't retake

- New Random Event:  Doesn't really solve the problem but sure a new random event like when your wizards or agents run away.  For the next 8 weeks players get a +x morale regain because of some celebration.   
Kind of cool, but probably counter-productive

- Change No Fear:  +10 Attack and +1% Morale Regain for 5 ticks.
Might work

- New Player Honour System:  Mods, leaders, and active players adopt a honour system where "New Players" are identified at SOR / early round and are left alone.   Say for example I attack a smaller family to much (which I wouldn't) but then sure mods, leaders, other players could message me and say, hey you have taken 30 planets leave them alone their noobs, or 3 or 4 fams will hit you.
If something like this is to take place, it would be community driven.

- War Morale Boost:  When war is declared you get given a free 100% morale.   If your morale was at 0% it would automatically rise to 100% when war is declared, OR, if you morale was at 110% then it would rise to 210%.   Basically you get 100% extra morale when a war starts and its gone when used.
I think the game would probably reject this as the hard cap on morale is 110%...but increased regen or something along those lines when you're at war might be good to look at.

- NW Related Morale:  Really you would imagine the bigger your NW the faster your morale recovers.  That actually the person with the higher NW has more fresh troops / more rested troops / more new equipment / better medical care.   For example for every 2 million in NW you get an extra 1% morale regain per tick.   That would mean that the small attacker can still attack you 100 times but that the bigger attackers or bankers can recover morale that little bit quicker and do a more fair number of retakes.
If we increase the # of morale planets, this should be taken care of as theoretically bigger families would have more.

- NW Costs:  Lower the NW costs of certain things:

Current Costs:

Bomber: 5 NW
Transport: 6 NW
Fighters: 3 NW
Buildings: 4 NW
Population: 0.025 NW
New Planet: 800 NW

New Proposed NW Costs:

Bomber: 4 NW
Transport: FREE or 4 NW
Fighters: 2 NW
Buildings: 2 NW
Population: 0.015 NW
New Planet: 600 NW

Not sure if that would help but in theory it should give the same advantage to the smaller player but keep NW down for the bigger active player.  That the ones would are really active done NW themselves out the game.
Again, I don't think this would have much of an effect as it would take place across the board

- Revenge Attack:  For every 5 planets they take from you, then you 1 get free attack back at 0% morale cost for every 5 planets.
Doubt this is doable

- Loss Morale:  If a player loses over 35 planets in 24h then their population up rises with a fight or die mentality and the player gets a free 100% morale.  So if they were on 0% it goes straight to 100%.
Doubt this is doable

- Population Costs:  Obviously needs to be looked at, it would be totally stupid to let the new morale system ruin pop banking as an option.  Killing the NW of population would hopefully still allow pop banking and make sure families stay a little closer in NW.
Disagree that the new morale system is ruining pop banking as an option.  Pop bankers typically make more cash than cf bankers...families that go with a big pop banker are just knowingly sacrificing morale. 

We are however looking at a few options to give pop bankers a little help

- Double Account Galaxy:  I guess this would only work for the hard core players who can be very active, but perhaps setting up a galaxy where there were 3 players in each family, but each player got to control two races in that family.  Loads of 6 man families basically but run by teams of 3 people.  Who cares if its open to abuse, who cares what the problems are, if we had 2 million players it might be more of an issue.   This would however increase family numbers if done right, that teams were picked and drafted. No, no, negative, no, nope, no.  Would make tracking multi accounts in other galaxies almost impossible without a significant change to our tracking.

- Undefended Planet Bonus:  If you attack a planet and it has no defence at all, no portals, no station units, maybe even no hovering fleets then you take that planet really easily, you don't have a single loss, your men / fighter crew all rejoice, they are all happy so get a serious reduction in morale costs for taking that undefended world.   If however there is reticence either via portal or even 1 station droid then it costs full morale.
Doubt this is doable

- Visible Morale Planets:  Don't like it us attackers would just spend all round fighting over them, more morale planets is a good idea.  But no I don't agree visible morale planets would be an answer.
Since attackers are constantly complaining about there being a lack of targets in competition, what you describe seems perfect tongue

- Home World Morale Planet:  One option is to make everyone's starting world a morale planet, that would assure each player gets at least 1 morale planet and would also mean you only need to find another 4 to hit the max of 5.
Again, this wouldn't help with the balance issues as it would be across the board

- New Forces Morale Boost:  In a realistic theme you would imagine building new forces added morale, that if you built 100'000 new solider's you would get a +1% morale bonus back.  That when your people see those 1 million new fighters flying over the capitol you get 10% bonus back.
Doubt this is doable

- Morale Storage: Have a system where you can save 25% of your morale.  So when your sat there not fighting and you have 100% morale you can move 25% to a bank.  You lose 25% of your morale and it slowly rebuilds each tick until 100%.  Then if a war does strike you have 100% morale and 25% in the bank.
Doubt this is doable

- Noob / Inactive Family:  If mods could simply draft all the new or semi active players into one family.  Even if they missed a few if like 80 or 90% of the new players could be put in the same family then we could simply leave that family alone.  I am sure certain players would even draft in as mentors / guides to identify those new players who are active and willing to play.   
Seems like it would be terribly boring for the few new players we get

- Operations OR Attack Morale Boost:  Maybe when you made a race you could decide between getting a reduction in your attack costs, or a reduction in your operations costs.   Like when you start a round you pick to either be a opper or attacker and get a small 2% reduction in costs for whichever you pick.
Might be a neat idea...

- Activity Morale:  Not sure how but its a shame we can not link morale regain to activity, say for example that every tick you send aid to the family you get an extra 1% morale regain that tick.  Okay you still have to sleep but for those ticks you were there, building, sending aid, sending fleets you got an extra 1% each tick as a reward for activity.
Not sure that we have enough players for a system like this.

- Laser Morale:  Not sure how this would work but one would imagine if you lived on a planet that had say 250+ lasers you would feel  lot more defended.  Maybe an empires number of total lasers could somehow effect morale, for every 10k lasers get 1% morale regain.  Doesn't matter if their all built on 1 planet or spread over a 100 planets just matters that with each laser the population feels a bit safer hence more morale.
Doubt this is doable

- Increase Custom Race Points:  You currently get 120 points to build a race, we could increase that to say 140.  The reason for that would be so players could at least try some new combo's, could take a few more of those operations.   That really for some bankers life is proper boring, with a few more points they could at least be involved more on a operations side.  In this climate we need bankers doing PI / basic retakes / operations support.   In the current round Northern Army in 67 has done really well despite adding a ton of NW to his family, however if he had another 20 race points he could have picked 4 more operations and been more involved / even more helpful to the family all round.  Like say hey morale sucks, but at least I do get some involvement now.  Anyone who has built a custom banker race knows that as banker with +50 income your points are soon gone, we have attackers loaded up with 10 to 15 operations and bankers with 2.  In my opinion +50% income costs to much, I say more ops would bring banker involvement even higher.   Most attackers would pick +20% magic or less income loss.
If bankers don't know how to build a custom race with ops now, I'm not sure an extra 20 race points would help

- Fleet Admiral Morale:  Fleet admiral gets a extra +1% morale regain would be a good addition.
Might be doable

- Leader Morale Bonus:  Leader should get +1% morale regain per tick for been leader.
Might be doable

- Fleet Marshal / Field Marshal:  Rather than having "Fleet Admiral" create 2 new tags the idea been a family would have someone dedicated to attack and someone dedicated to defence.  The fleet marshal would obviously be the attacker with fleets to fly away and attack other worlds, where the field marshal would be the defender.  Both get +1% morale regain per tick.  This would allow active members of the family to get a reward for been active and to reform a few more retakes a day.
Might be doable

- Increase The Cost Of Attacking:  From a money point of view if it cost a little more to send to attack fleets then the smaller attacker could still attack, but a little less.  Where the big attacker or banker could do a few more retakes as they earn more.  Maybe a system where attack costs increases depending how many you do it 24 hours, each attack gets a little more expensive.
Might be doable, but it would be % based...so not sure how much change it would really have.

- Defence Station Morale:  Each defence station adds +1% morale gain for that family.
Not sure if this is doable


Overall.......

I really don't think we need this system to protect new players because there are very very few new players, and very few new players who would understand morale or the game.   

Think by now I'm just rambling as per usual, but there are some suggestions at least, even if for the future.


Took me 3 hours of glancing back and forth at work to get through this, but this is a perfect example of the limitations we work with....that's a large list with some pretty good ideas in it (a few would flat out cancel each other out)... With our current capabilities we're able to implement 1...maybe 2 changes a round.... So to make even half of those changes would take a year tongue

188

(46 replies, posted in Universal News)

If you're looking for a community of trustworthy players, I'd stop looking on the internet.

189

(140 replies, posted in Universal News)

{Black Mafia} IC Death wrote:

well its like this.. the night of the 22nd. at 11pm scorp clears shares with us vs 66.. then wen we message him he says he didnt want us to hit them.. he stopped after he cleared majority shares of us and 66 that he shared as well.. then when we canceled.. he hit Acrid for about 50-60 planets.. costed us a nice pretty penny in iron production then cleared other people as well.. as the ticks were counting down so i talked to 66 about what was going on and we no longer care to win the round or any such thing.. so we agreed to NAP and pitbull wanted to kill 72 so thats whats happening now.. ruined our EOR fight.. believe it or not it would of been a interesting fight.. they had about double our iron we had more cash about 6bil on the market at time.. not sure what was going on in scorp's head when he attacked but now i can assure u he has our attention..

Don't worry, I'm in his family and I don't even know what's in his head.  He's gone into full "I'm gonna do what I want and ignore everybody" mode.  Been asking him for resources for a week and he won't respond tongue

190

(140 replies, posted in Universal News)

Pitbull wrote:
Rev wrote:

Pit bull hit me like a douche tried running my figs. If you go war don't come running another fans fleet.... Absolute noob manoeuvre

Bloody 67 always hard done to aren't you death. I can't speak for scorps actions but when u come at a different player who was totally impartial to this you throwing the poop at your own door step


Douche oh no that's not me, the only douche is the one wearing pink and your his right hand man.  What else was i suppose to do when your douche bag leader attacks us when were preparing for war knowing we have big time savings and can out jump you douches anytime. Now we focus on you all for the rest of the round. Our goal is to clear you from all systems except your cores. Thank you very much Douches!

Ah, so the war isn't happening.

191

(161 replies, posted in Universal News)

DamonTheViking wrote:

Note:  If nobody played for the win this topic wouldn't be as hot as it is, as people would be taking advantage of the ability to stay small and fight all they want.

>Implying nobody did wink

Nope! Implying that not everyone did tongue

192

(1 replies, posted in Ideas)

I think a facebook version is in the same realm as a proper mobile display...in that it would require a full rebuild to be feasible.

193

(17 replies, posted in Universal News)

Agreed Reindeer, as I've noted on multiple occasions that we're actively tweaking the system to try and find a balance.  I'd love to have a community lead discussion about tweaks to make to set us up where we want to be, unfortunately the majority of the comments about the morale system are along the lines of "this sucks", which is less than helpful.

194

(17 replies, posted in Universal News)

Warchild is looking into setting up a crowd fund for a rebuild. *points to ideas thread*

195

(161 replies, posted in Universal News)

Hi!

196

(67 replies, posted in Feedback)

James|Sunstorm wrote:

^correct over 'nd over'   hit wht i wnt X(

Who let you in the house, get back outside.  Shoo!

197

(161 replies, posted in Universal News)

Part of the problem Acrid, is that if we only cater to players that are willing to stick around after getting farmed, all we're doing is throwing a patch on the game hoping to last another round.  If we don't find a system that makes it worth staying active when you're clearly not going to contend for a win, we're dead.  We're working on finding a balance for this system (keeping large families from completely decimating bottom families while not completely handicapping them), it'll take time.  Again, this new system was put into place because players were complaining about certain big players taking advantage of the old system to farm bottom families to death.  I personally know of at least 8 players we lost because of this practice.

Aesthetically I agree with you, we could use some work.  Unfortunately significant improvements in the mobile design won't happen without a ground up rebuild. 

Note:  If nobody played for the win this topic wouldn't be as hot as it is, as people would be taking advantage of the ability to stay small and fight all they want.

198

(161 replies, posted in Universal News)

He's not at a disadvantage though!  At first glance it seems he is, but in reality he's able to have the upper body strength of someone 3+ weight classes above where he wrestles and opponents are losing some pretty important points of contact for grappling.  Also it amuses me to bust analogies.

Anyway!  I still hold to the point that each attack by the larger family should be worth more than attacks made by the smaller family...unless you're like 1966 and have a CF banker who obviously has no defense.  (9.5mil+ income and 2.5mil nw?  How have you not been raided?)

One idea I'm toying with to try and even out morale issues in larger families is to increase the max morale gain per tick & increase the number of morale planets (and possibly make them visible on the map).  Theoretically that would mean while families with higher planet counts would still be losing more morale, they should be gaining more morale per tick.  So it should still be difficult to farm someone that's significantly smaller than you, but if you're being attacked by an active attacker in a smaller family hopefully your attackers would be able to fight them off better.

Other possibilities:
- If family A attacks family B, family B loses less morale to attack family A for X amount of ticks. (this has been tossed around a lot but is difficult to implement)
- If a planet was taken within X number of ticks, it costs reduced morale to retake it.
- We could try to adjust values so that individual morale is more important, which would theoretically increase morale lost by attackers in small families while not causing a big difference in morale lost by attackers in larger families... This might actually be a good solution...we'd have to play with the figures a bit but...hrm...

199

(161 replies, posted in Universal News)

Acrid wrote:

I think before you worry about the moral issue( which is busted) you should first fix the aesthetics of the game.  I have been playing since about 2001.  The lay out of the game has barely changed since then.  Also the mobile version is pure crap.  Its almost impossible to do anything on it.  If I were a new player looking for a tick based game and saw this and tried the mobile, i would leave immediately, farming or no farming.

As for the moral issue, the current system punishes fams that grow in expo phase, no matter the activity.  IF you have a good fast expo phase, and another fam doesn't, you get punished for growing to much.  Its not about infra whoring its about being competitive.  If I put my time and effort into growing a big and strong empire, why do i get punished for growing to fast or to good/?

Il try an analogy for this.  Lets say we have two wrestlers.  They both start out the same size and weight.  Wrestler one goes to the gym everyday, watches his diet, works out and is soon big enough to be in the heavy weight division.  Wrestler 2 works on his mechanics, puts on a little weight, but doesn't ever get as big as wrestler one.  Now it is decided that they will have a match.  Now wrestler two looks to not have a chance, so to make it more "fair" we tie wrestler 1s arms behind his back.  Who do you think will win?

Just gonna leave this here

Wrestler Pwns with No Legs

200

(161 replies, posted in Universal News)

I posted this explanation in another thread already, but to clarify...we know there are issues (although some of the things people complain about are functioning exactly as intended, we're just trying to find a balance) The biggest obstacles we face are that due to our low player count we can't justify having a galaxy strictly for testing, and due to the way the game was designed even if we could set up a testing galaxy with players involved there aren't many changes we can make that will only effect one galaxy.  Basically what we have to do is test stuff with 3 mods to make sure it won't make the game crash...then send it live...and only then can we see what effect it will have.
Examples: This round in Starburst we added the cores & in Supernova we reduced the # of planets per system. 

Making 3-4 changes at once isn't an option, since if something went wrong it would be difficult to determine exactly what change caused the issue.

The outright hostility of some of the players is a huge drain on our own morale, as we volunteer a decent amount of our time to bang our heads against a wall.  Getting yelled at for not banging your head in the right place doesn't make you want to spend more time banging your head.