1 (edited by Gwynedd 04-Nov-2011 23:43:33)

Topic: Op regeneration

Since we have morale planets to help attackers, we have resource bonus to help resourcers. I think it's time the oppers got something.

My idea would be the same as the morale planets. A planet that causes an opper to regenerate 1 extra op per tick. This, like morale planets, would be capped, in this case at 1 planet. It would just add a little something extra for the oppers/spellcasters out there.

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Re: Op regeneration

I alredy suggested this a while ago , but thought maybe also you could be able to add extra ops when making a race?

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Re: Op regeneration

I'm not sure about adding extra ops as you go along. What I'm saying is rather than regenerating 1 op per tick, if you own a certain planet you regenerate 2 ops per tick to the maxium of 7 ops

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Re: Op regeneration

so essentially you could hit someone with 7 nukes then the next tick 7 then 7 then 7 then 7 lol

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Metrex

Re: Op regeneration

No...you could essentially hit somebody with 7 nukes, then the next tick 2, then 2, then 2, then 2....

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Re: Op regeneration

If there's a max on the amount it regenerates per tick, I would like that idea.. like max 3 points per tick.

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Re: Op regeneration

dont fix what isnt broken imo, how about implementing some of the new Op suggestions first, then decide if we want to have extra per tick

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Re: Op regeneration

Arby has it right. It would regenerate 1 total, otherwise it would be massively op as metrex suggested.

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Re: Op regeneration

Researching

research the Operations speed recovery?

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Re: Op regeneration

yes it could increase the chance of op success and op regen

Re: Op regeneration

noooooo, it should be 10 race points for extra ops. but a limit of 3, so you can have 10 ops total, regeneration of 1 per tick always.

Been dreaming, I've been waiting, To fly with those brave ponies
The Wonderbolts, their daring tricks, Spinning 'round and having kicks
Perform for crowds of thousands, They'll shower us with diamonds
The Wonderbolts will see me right here at the Gala!

Re: Op regeneration

maybe just have +1 op planet bonus, so if you have the planet instead of 7 ops you now have max of 8. 

If you have 2 op bonus planets, you have a max ops of 9, and so on.

No quicker regeneration rate is necessary.

Re: Op regeneration

maybe, but you'd need to put a cap on it. Otherwise You'll get peeps doing 40 nukes in a turn.

but if you think about it anyway. Making an opper Race, all spells/all ops magic +50% speed +100% , leaves you with 25 race points. or even research rather than speed. if you make it so you can 3 extra ops for 30 Race points, this adds up perfect, just have to Get rid of Check allies or something.


I'd defo be an opper if this was implimented

Been dreaming, I've been waiting, To fly with those brave ponies
The Wonderbolts, their daring tricks, Spinning 'round and having kicks
Perform for crowds of thousands, They'll shower us with diamonds
The Wonderbolts will see me right here at the Gala!

14 (edited by [TI] Wendy 06-Nov-2011 14:15:54)

Re: Op regeneration

I am liking the thought wink As to it being practical is another matter but most likely doable & defo must be capped or us Wizzies would go spell Crazy wink

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15 (edited by Pharaoh Metrex 06-Nov-2011 14:36:22)

Re: Op regeneration

> Gwynedd wrote:

> Arby has it right. It would regenerate 1 total, otherwise it would be massively op as metrex suggested.


although as you said a cap on it like 5 ....
if you had 5 of these planets..
then it would be 5 and 5 and 5 and 5

right?

"Heh heh heh heh heh heh!"

Metrex

Re: Op regeneration

oh and dont forget your original 1 per tick

so 5+1

= 6 ops per tick which is closer to what i said before lol

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Metrex

Re: Op regeneration

Where are you getting the 5 from, Metrex? tongue

The cap would be at +1, as suggested in the OP.

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Re: Op regeneration

Just a little reading for you metrex. The first post. 'in this case capped at 1'. That is why people don't understand what you  are saying, you didn't read it all!

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Re: Op regeneration

i think that different ops should take different amounts of time to happen, and you can only have a certain amount running at the same time.
but in the same step, i think the info ops should all be combined, i mean infiltrate should take like 12 weeks to set up, last for twice as long, but remember you can only have a certain amount of ops running at the same time..... so sometimes you would have to discontinue ops to get others.
also it would help in defense of ops, if you did say a spy check?, and someone had an op running on you, it would tell you (one of two thing's) 1, we found a few agents but they were able to escape... they're must be a lot of them... meaning that the person that is running the op has many more agents than you. 2, we found agents performing an op, and were able to determine that they were from such and such empire and family.... "We executed them: total of x,xxx agents were killed.

don't touch me i am contagious........;p

Re: Op regeneration

what about instead of making it +1 op per tic, make it so your max opps will be higher by 1,2... ect. this will make it a lot less overpowered, still be worthwhile and can be used strategically

Re: Op regeneration

lol godda, thats what I've been saying >_<

Been dreaming, I've been waiting, To fly with those brave ponies
The Wonderbolts, their daring tricks, Spinning 'round and having kicks
Perform for crowds of thousands, They'll shower us with diamonds
The Wonderbolts will see me right here at the Gala!

Re: Op regeneration

Not quite Alundra, what twosidedeath is saying appears to be along what xeno is saying. I disagree that it would be less OP that way. Consider, how much damage is a partax going to do with your pop banker when he can have (assuming a mx cap of 5, when increasing the top number) 12 ops in the 1 tick on your popper. I'd rather it be so that it only regenerates to 7, that way you aren't gaining the extra benefit if you aren't using it. It means unless you are hyper active and doing the two ops every tick after 3 ticks you aren't gaining any extra bonus on what you would have formally had.

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

Re: Op regeneration

in your form thats 6 ops every 3 tics. in my form yes you would have 1 tic of heavy opping. which since a lot of ops work off of percentages means each one stacked is less effective. however in the op regeneration you have the ability to keep swapping that planet to online players and double your ops per day. how is that not overpowered?

Re: Op regeneration

It's a question of activity as to how much power it has. If I am on 24/7 then yes it becomes very powerful to use it that way, 2 per tick. However if I'm on once every 8 hours (i.e before work and after work) for 2 hours or so, then having potentially 12 ops each time, 24 total, is more than the 9 + 9 I will get being on for 2 hours at either end of the day.

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

Re: Op regeneration

If we're talking about a planet that allows for regenerating at +1 a tick, that would be crazy~!

Maybe a planet regenerating at +0.1 per tick would be more feasible.

Then with 1 planet you would have one extra op per 10 ticks of regeneration.

If you had 2 + 0.1 ops per tick planets, for a total of 0.2 regenerated per tick, then you would get 1 extra op regenerated every 5 ticks.

3 planets +0.1 ops per tick regenerated would give you an extra op regenerated every 3-4 ticks, depending on the residual bonus carried over to the next tick.

4 planets = +0.4 ops per tick, regenerating an extra op every 2-3 ticks

5 planets = +0.5 ops per tick, regenerating an extra op every 2 ticks

6 planets = +0.6 ops per tick, regenerating an extra op every 1-2 ticks

~
~
~

In effect, you would only get an extra op per tick if you had 10 op bonus planets, if, of course, the bonus was only +0.1 ops / tick

It could be you could have different bonuses per planet, some at +0.2 ops / tick or even 0.5 ops per tick.  I would think most planets should be +0.1 - 0.2 ops / tick.

Having just 7 + 1.0 ops per tick would allow someone to do capped # of ops every tick!  (If # of ops is capped as it currently is at, I believe, 8, that would be, 8 nukes every single tick!