Re: Far too many planets

The problem with many planets isn't the management to build on them. It's the process of conducting wars over 1000s of planets that wears people out.

Re: Far too many planets

instead of making 30 families with 7 players..why not make 10 families with 30 players and spread them evenly in the corner of the world and let them fight all the way for center dominance..
and once 2 families with half of dead member could have an option to combine their families into 1 new families. and may the last fam standing..
u can keep the war competitive enough this way..and if u wanna make the game more better..remove morales on attack for atatcking higher and equivelance NW..

Re: Far too many planets

and also if u wanna make the game more challenging..caps troop build as much as the your populations allow u..like if u have 300K pop u can only have 300K troops or 60% troops of ur populations..
also caps each planet with a max build of 1K buildings..
remove the race bonus and only let research active so people would not be able to guess what roles the player are in a family..
and no families member cannot attack their own player unless its tagged inactive (after 3 days of no activity by that player)

Re: Far too many planets

as far as newbies go  (might have been mentioned, didn't read all the posts cause its getting late) make a couple more galaxies and have them level based if people are new or just want a galaxy to sit and play slow in.... then they can take a lower level galaxy, make some higher level galaxy's for those who have been around longer and know the ins and outs and who will be alot more active.  they can have more competition.

Re: Far too many planets

@mace  .... 1000's of planets were no problem 10 years ago, i remember when i first started i was ranked towards the beginning of the round like 400-500 something,   i just looked at the ranking page under players and there are only 150 players in triangulum

just agreeing with what u were saying and what this thread is saying.   I think the galaxy should be made into 1/4 in size and # of systems ... maybe even 1/3 (might be better than 1/4)

31 (edited by Jack Oniell 25-Apr-2013 03:24:32)

Re: Far too many planets

@pinwheel forever.... why more planets per system?... pls state why so we know why you would like more planets per system, im interested as well as other's possibly?

imo, i think there are too many planets per system, too many different people and families can get into one system.  It would be nice if i were to sit in one area and try to get as many planets as possible in the shortest amount of time,  but i think the idea and especially for attackers is to get spread. 

The idea i think is to eventually expand your empire and that of your family.  As your family core expands then pass along planets to other team members and then expand outwards.

albiet, having 1000's of systems where there are dozens of completely unexplored systems all over the place may be part of the tediousness of checking all systems for planets owned by other families, but personally i think there are too many planets per system.   

maybe go down to 9-12 planets per system, in doing so u can possibly keep the galazies a little larger... more systems

Re: Far too many planets

Mace wrote:

Just logged in for first time in years and the number of planets is insane, There's only 120 players so reduce the map to one sector and reduce the number of planets by 60%.

oh and the map doesn't work in IE??



I oppose the whole thread when it starts with "hey, I haven't logged in for years..."

Less does not equal more, in-fact, less equals less. You need to think through every scenario that this entails, the effect it will have in keeping players interested (mainly for the smaller families) and indeed new players randoming in mid-round etc...

The only thing I agree with is smaller maps.

~*✠ ]PW[ Forever ✠*~

33

Re: Far too many planets

well we're testing it right now, on a small map with planets per system reduzed to 15-18, so now he have a higher density of systems in the same spaze.  I think that wasnt the purpose of the idea, the purpose was to reduze planets as a whole, keeping the same systems density.

It's early still to judge, bekause ezplo phase isnt over, but by now the only konklusion is that it doesnt benefit small fams, but it affekts to organized fams in the way, if you setup to jump a system, you use the same efforts as before, but with a lessen outkome, bekause you were doing it for 20-24 planets and now you're doing it for 15-18.

I think this idea was aproved and tested too fast, while another better ideas are still waiting to be tested. And i agree 100% with Forever, you kannot implement the idea of a guy that hasnt played for ages while keeping appart the ideas of many aktive players that know what's really going on within the game.

Re: Far too many planets

Render wrote:

well we're testing it right now, on a small map with planets per system reduzed to 15-18, so now he have a higher density of systems in the same spaze.  I think that wasnt the purpose of the idea, the purpose was to reduze planets as a whole, keeping the same systems density.

Yes, that was the idea.

Render wrote:

I think this idea was aproved and tested too fast, while another better ideas are still waiting to be tested. And i agree 100% with Forever, you kannot implement the idea of a guy that hasnt played for ages while keeping appart the ideas of many aktive players that know what's really going on within the game.

Firstly, this wasn't implemented because of Mace at all.  Secondly, and more importantly, your view is a bit absurd.  You want to discount someones feedback, just because they havn't played in a while?  If anything, their feedback is more important because they're coming back to it with a fresh perspective and possibly highlighting struggles that they're facing and difficulties in coming back to the game.

Re: Far too many planets

Haha Yes Torqez we remember this was your baby, wink I was asked by Jack and I told him the truth. smile

Smaller Maps and More Systems FTW! Surely that is worth a try also? HmmmmmmmMMMM? wink

eh? wink

eh? wink

~*✠ ]PW[ Forever ✠*~

Re: Far too many planets

i do like sadface's idea of having less families with more people in them. being in a smaller family myself this round, i am lacking people to co-ordinate plans with. there are 3 active members in my family(that play as a team), 1 player that plays for himself, 1 player that logs on once a week and then a high turn over of people coming and going(they get drafted into our family...see that we are small and then delete to try for another family)

having active family members and working together is a side of the game that a lot of players (especially new players that get put into low families) are missing.

Re: Far too many planets

\o/

We are now testing the lower planet counts in Pinwheel!  Hopefully get some good feedback! smile

Re: Far too many planets

No less is better or less systems with more planets

Re: Far too many planets

I think better to have big map and longer distances to each families, so positional strategy and speed can work well.

And to reduce efect of too much planet to explore lets make most of them "not support life yet", say that 75%, so a system can only support at most 10 but atleast 6 explorable planets.

Keep the rest (not support life planets) in case for galaxy event or increase number of new user/late joiner.

Total number of planets must be keep proportional to users to make sure exploration phase only 1/3 of total round time. Like with 30 days of round length, so only 10 days expo, and if total users is 100 then maximum 8000 explorable planets (8 expo/daily.user * 10 days * total users).

40 (edited by Altruist 19-Aug-2013 17:23:51)

Re: Far too many planets

Mace wrote:

[...] Specialisation started in the betas in any case. In any case when people enjoyed the game the number of planets / player was much smaller. Altruist talks of 50pp. I think even this may be too many. Incomes much over 2M/tick should be a major achievement and land needs to be scarce to encourage conflict. [...]
Source: Role Specialization

50 planets per player might be misleading. It was just a guess to get started. Let's elaborate a bit on that to see wether we can get a kind of formula to make it easier for the Mods to design a galaxy.

How many planets in a galaxy should be available depends mainly on:
1) number of players
2) lenght of the round adjusted by slow roundstart (depending on starting resources)
3) how many explos are avaliable per player/day
4) when should free planets run out
5) special multiplier: ability, activity and attitude (the 3 As)

The first 3 variables can be seen as fixed and known.
4) "when should free planets run out" is open for discussion, as a starting variable I'd take what was fun in the golden age of IC and then free planets run out after about half the time of the round.
5) "special multiplier" is kind of a wild card best used as an additional multiplier that tries to figure in "soft" values like ability and activity and also allows to specify what you aim for: a rather cozy galaxy with lots of space or a fast paced battle round.

So, if I needed to decide how many planets a galaxy should have, I'd try to translate the above variables into the following formula:

total_planets = players x (total_days_of_round - slow_start_adjustment) x explos_per_day x free_planets_run_out x special_multiplyer

Example for 150 players, length of the round: 1.5 month, 8 explos/day, planets should run out after about half the roundlenght, medium battle round:

total_planets = 150 x (45-7) x 8 x 0.5 x 0.4 = 9120 planets
  • 150: players

  • 45-7: lenght of round - slow start

  • 8: explos/day

  • 0.5: planets should run out after 50% round length

  • 0.4: Special multiplyer = 100% - 20% inactives - 20% ability - 10% latecomers - 10% medium combat round = 40% = 0.4

Planets per players would be: 60.8 planets = 9120 planets / 150 players

As you can see the special multiplier has quite an impact and importance. This is also the multiplier which relies most on gut feeling and thus best suited to be adjusted by experience. If you have tried this formula and made the experience that the exploration phase was too long then lower the special multiplier or when explo phase was too short then raise the special multiplier. Thus it's probably a good idea to make a thread in the Mod forum for each galaxy and round to write down your used formula, what kind of round you expected and what kind of round you actually got. And my gut feeling would say that the number of planets is too high for such a short round of just 1.5 month but better start with any kind of formula than just guessing. Another variable to play around with might be to lower the number of allowed explos/day.

I hope this might be of help.

Another old bloodstained Harkonnen.

41 (edited by Render 20-Aug-2013 00:19:41)

Re: Far too many planets

Altruist why arent you a mod?  That formula makes a lot of sense, but sadly I think it komes too late.

but with 150 players I think you're being too optimist, pw77 I designed it for 60 players just and still a lot of fams had inaktives

42 (edited by Render 20-Aug-2013 00:14:17)

Re: Far too many planets

btw, not sure if anyone mentioned it, but a good solution imo would be to dekrease the number of allowed ezplos/day as the round advanzes, so amount of planets per player wouldnt have any effekt at all and we save our brains from doing formulas.

To be more ezzakt, in a round of 6 weeks  (1.5 months)

week 1 you are allowed to build 8 ezplos a day -> 56 + 8 initial
week 2 you are allowed to build 5 ezplos a day -> 35
week 3 you are allowed to build 3 ezplos a day -> 21
week 4 you are allowed to build 1 ezplo a day -> 7
Weeks 5 & 6 you arent allowed to build any ezplo.

total 127 planets ezplorable for every player, konsidering faktors like slow start and aktivity, it would go around 100 planets.
So in a family of 3 aktives you, as leader, kan draw a projektion of what your kkore size should be, 300 planets would fit in a kore of 17 systems.  Wise families would save ezplos for the last days, others would use them just to sekure systems and not to get a 'kore' formed by full systems, big families wouldn't abuse small fams by demanding insane amount of planets for a nap (bekause there arent), etz...
I mean, new strategies would rise about the wise use of your limited ezplos, and this would inkrease military aktions for sure.

Re: Far too many planets

Altruist wrote:
  • 150: players

In my experience, it is unfortunate that this is the actual variable that influences things the most.  We can't accurately guess how many active players there are in the round.

An extra 10 people active even, means another 80 planets a day occupied quicker.  Then you couple that with fams who in general aren't that active, and don't share resources around to get to their 8/day, delaying explo even further.

More often than not, we gauge how the previous round went, and adjust accordingly.  It's always been an iterative process.  This is why the last round's stats are always compared to the current set up in the Announcement Post.  We don't need a formula as such, but unfortunately due to variability out of our control, we can easily get it wrong - and do.

To counter that, we sometimes have Feedback threads on how to set up the Round for next time.  This doesn't usually come up with too much credible stuff, however.

Then on top of that, as of late, we've had a lot of changes with galaxies, which further upset the balance.  Eg:
- Short PW round (as a filler)
- Merged Galaxies
- New Galaxies (Starburst)
- etc.

Point is, we're always ready to change stuff we can within reasonable parameters.  We just need feedback on what players think they'd like.  Recent examples:
- Lower Number of Planets / System
- Free Drafting (Next round Starburst)
- Render's Full Drafting for Pinwheel
- Single Man Families
- Standardised Races
- etc.

All of those are examples of players' ideas that were implemented.

Re: Far too many planets

Render wrote:

Altruist why arent you a mod?

Hey, once I was. But that was a long time ago.
And I haven't played IC since ages nor do I plan to, neither playing nor modding.

Why aren't you a Mod, Render?
From your posts I got the impression that you are pretty decent player. While it is not necessary to be a good player to be a Mod, some Mods also being good players who have an understanding of the game mechanics/balance surely help.

Render wrote:

btw, not sure if anyone mentioned it, but a good solution imo would be to dekrease the number of allowed ezplos/day as the round advanzes, so amount of planets per player wouldnt have any effekt at all and we save our brains from doing formulas.

To be more ezzakt, in a round of 6 weeks  (1.5 months)

week 1 you are allowed to build 8 ezplos a day -> 56 + 8 initial
week 2 you are allowed to build 5 ezplos a day -> 35
week 3 you are allowed to build 3 ezplos a day -> 21
week 4 you are allowed to build 1 ezplo a day -> 7
Weeks 5 & 6 you arent allowed to build any ezplo.

Excellent idea.
I'd make it percentages of the total game lenght instead of fixed weeks (and somewhere in the exploration area there should be an info box showing when you can build how many ships during the game). I'd also always allow to build 1 or 2 explos per day until the end of the game.

Torqez wrote:
Altruist wrote:
  • 150: players

In my experience, it is unfortunate that this is the actual variable that influences things the most.  We can't accurately guess how many active players there are in the round.

An extra 10 people active even, means another 80 planets a day occupied quicker.

And the lower the number of players the more impact and unpredictable, yes, certainly true. But this isn't really an argument against a formula but rather stresses the need of any formula getting improved by experience and some "gut feeling".

Torqez wrote:

More often than not, we gauge how the previous round went, and adjust accordingly.  It's always been an iterative process.  This is why the last round's stats are always compared to the current set up in the Announcement Post.  We don't need a formula as such, but unfortunately due to variability out of our control, we can easily get it wrong - and do.

I noticed. Not only the "get it wrong" part *grin* but also that you have put quite more thought into galaxy design lately. And thus my post wasn't meant as criticism at all but to offer an additional approach/tool.

Torqez wrote:

To counter that, we sometimes have Feedback threads on how to set up the Round for next time.  This doesn't usually come up with too much credible stuff, however. [...] Point is, we're always ready to change stuff we can within reasonable parameters.  We just need feedback on what players think they'd like.  Recent examples:
- Lower Number of Planets / System
- Free Drafting (Next round Starburst)
- Render's Full Drafting for Pinwheel
- Single Man Families
- Standardised Races
- etc.
[...]

*grin
It is absolutely astonishing how fast a game goes down when you listen too much to the players which again will, absolutely regardless of that it was their own input, crucify you for implementing it.

I wonder wether there is a paper or guide out there somewhere about "Game evolution in consideration of players' input: what should be listened to and what not". Certainly it needs a kind of guard to maintain the game structure: usually done by a stable core group/programmer and it certainly helps when the authors' of the game write down some rules in granite about what the game actually tries to be... and all changes can be compared wether they fit to this rules.

Another old bloodstained Harkonnen.

45

Re: Far too many planets

I was offered to join the modteam 2 years ago (or so) but I had to dekline it bekause I'm not aktive enuf to be in zhat listening to people. I have 2 kids to attend and a lot of daily movement around.

Anyway I am retired now that stefan returned to ruin it all. It's like when we were kids playing football, then the owner of the ball takes it away and brings a squared ball and says "play with this".  It's not the same game, and players leave.

Re: Far too many planets

Altruist wrote:

And thus my post wasn't meant as criticism at all but to offer an additional approach/tool.

I never took it as criticism.  And if it were, it's constructive, so quite useful.  I was portraying that yep, we listen to players cos we don't always have the best ideas.  Afterall, we ourselves are players.


But I do agree about the whole not listening too much, and as of late, you'll see certain decisions which had to be made, despite some more vocal people being against it.  Sadly, not the way we want to go, but sometimes a necessity.


@ Render:

Render wrote:

Anyway I am retired now that stefan returned to ruin it all.

I thought a lot of the problems you had were around the new design and the map for mobile phones.  Have you had a chance to look at the new map since the update yesterday?  I'm sure your input would be helpful.

47

Re: Far too many planets

nope I dont use phone to play. Started in supernooba some days ago, but only posting the important bugs atm

Re: Far too many planets

Render wrote:

btw, not sure if anyone mentioned it, but a good solution imo would be to dekrease the number of allowed ezplos/day as the round advanzes, so amount of planets per player wouldnt have any effekt at all and we save our brains from doing formulas.

To be more ezzakt, in a round of 6 weeks  (1.5 months)

week 1 you are allowed to build 8 ezplos a day -> 56 + 8 initial
week 2 you are allowed to build 5 ezplos a day -> 35
week 3 you are allowed to build 3 ezplos a day -> 21
week 4 you are allowed to build 1 ezplo a day -> 7
Weeks 5 & 6 you arent allowed to build any ezplo.

For finetuning:

* Lowest number of allowed explos shouldn't go below 2/day (for tactical reasons, sneaking in etc.)

* The decrease of explos one can build over time should be dependent to the length of the round and needs to be defined together with the galaxy settings.

* The time counter should NOT tick down from the first day of the round but from the first day the player JOINED the round. This way a late coming player, let's say in the 3rd week, has still a lot of disadvantages but at least he'll be able to build more explos and the family will see him much more like an asset (because he can build 8 explos/day while the family mates can only build 4/day).

Another old bloodstained Harkonnen.

Re: Far too many planets

Altruist wrote:
Render wrote:

btw, not sure if anyone mentioned it, but a good solution imo would be to dekrease the number of allowed ezplos/day as the round advanzes, so amount of planets per player wouldnt have any effekt at all and we save our brains from doing formulas.

To be more ezzakt, in a round of 6 weeks  (1.5 months)

week 1 you are allowed to build 8 ezplos a day -> 56 + 8 initial
week 2 you are allowed to build 5 ezplos a day -> 35
week 3 you are allowed to build 3 ezplos a day -> 21
week 4 you are allowed to build 1 ezplo a day -> 7
Weeks 5 & 6 you arent allowed to build any ezplo.

For finetuning:

* Lowest number of allowed explos shouldn't go below 2/day (for tactical reasons, sneaking in etc.)

* The decrease of explos one can build over time should be dependent to the length of the round and needs to be defined together with the galaxy settings.

* The time counter should NOT tick down from the first day of the round but from the first day the player JOINED the round. This way a late coming player, let's say in the 3rd week, has still a lot of disadvantages but at least he'll be able to build more explos and the family will see him much more like an asset (because he can build 8 explos/day while the family mates can only build 4/day).


The time counter would be wayyyyyyyyyyyyyyyyyy too easy to exploit.  While it makes sense in theory to not put late joining players at a disadvantage, it would take approximately 2 days for someone to figure out that if they had an attacker delete and rejoin mid way through a round they could infiltrate like mad.  Would be quite easy for an attacking family to intentionally blow up some planets (that do to these rules could become unrecoverable, particularly for less organized families) and have someone who joined 4 weeks late explore them, portal them, jump and own.  It could also easily turn into families having players delete and rejoin in order to get expo boosts for eor planet counts.

<KT|Away> I am the Trump of IC

50

Re: Far too many planets

UD has a point, any new joiner should do it in the same konditions the others did, or it'd be abusable.

And yes the dekrease of ezplos should be dependent on the lenght of the round, but I still think ezplos in the last days shouldnt be allowed, this would bring an aditional strategy for fams to save ezplos for future needs.