Topic: Supernova 27 Plan

Time to review/adjust from the last round.

Big one for me is round length.  I just don't think 6 weeks is reasonable these days.  It's felt like much longer, and while action is still happening I think it really could have ended by now.

I'd also like to give it the same system treatment that Andro 27 got: planet count systems between 1 and 7.  Along with that, a smaller planets-per-player ratio overall.

Finally, I'd like to drop the number of spots to 50.

What are your guys thoughts on the above?  Also, what would you like to see differently and what would you like to see remain the same?

Thanks.

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Re: Supernova 27 Plan

No ia allowed smile

~Attacking is a Skill~
~Defending is an Art~

Re: Supernova 27 Plan

make it King of the Hill???

Leap ahead

Re: Supernova 27 Plan

Definitely no IA. I think there needs to be some measure to stop bigger players farming small players, like no attacks on players less than 35% of nw or something. This would be hard to abuse with no IA. I also think more planets would help rather than less. So many people deleted early on due to overwhelming competition before they had a proper base and defence. More planets would reduce the chance of early conflict. As would no offences for 7 days or something.

I might play this game, but I have more of a life than you

Re: Supernova 27 Plan

ia makes it fun

" i am the bringer of death.. destroyer of worlds"

Re: Supernova 27 Plan

Its a learning gall right? How about more infra? We got ando now for the HC players who like wars and no IA. 6 weeks no attacks a hudge map with allot systems and in the end fight for your life and last 10 standing win? That way people can try stuff like pop banking etc.

Re: Supernova 27 Plan

BIGTEXAS wrote:

ia makes it fun

Formal alliances limited to 2  fams would make it fun. Having ia with 3 or more in sn just ruins the game.

~Attacking is a Skill~
~Defending is an Art~

Re: Supernova 27 Plan

LiGhTGuNs wrote:
BIGTEXAS wrote:

ia makes it fun

Formal alliances limited to 2  fams would make it fun. Having ia with 3 or more in sn just ruins the game.

It all depends on witch side you are. Kia was attacking me and mag took me in. My round was great.

Re: Supernova 27 Plan

I think you will find mag members with the same opinion as me about ia.

~Attacking is a Skill~
~Defending is an Art~

Re: Supernova 27 Plan

Joggad wrote:

Its a learning gall right? How about more infra? We got ando now for the HC players who like wars and no IA. 6 weeks no attacks a hudge map with allot systems and in the end fight for your life and last 10 standing win? That way people can try stuff like pop banking etc.

No, it's not a learning gal.

<KT|Away> I am the Trump of IC

Re: Supernova 27 Plan

Yes im a mag member and i could care less if ia was there....obviously there will always be ia and its hard to enforce but i do remeber maybe 5 sn rounds ago it was more competitive

~Cells~

Re: Supernova 27 Plan

There's a decent split between people who like it and people who don't.

I'm considering dropping the spots in half and opening a second solo galaxy.  Then we could have solo-IA and solo-non-IA in the same way that MW/Andro is split.

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Re: Supernova 27 Plan

How about.....   Same setup as last time,  but you can NOT do the same teams.  No Mag, No KIA.

Re: Supernova 27 Plan

Can we have a gal for inactive infra-whores?

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

Re: Supernova 27 Plan

I like pie wrote:

There's a decent split between people who like it and people who don't.

I'm considering dropping the spots in half and opening a second solo galaxy.  Then we could have solo-IA and solo-non-IA in the same way that MW/Andro is split.

I like that idea, if we had the player base.  But I don't think there are enough players.

3 short rounds in a row.  First one with no ia, second one with ia, third one is hc.  That way everyone is happy.

Re: Supernova 27 Plan

What about having it be custom races with a larger cap than normal, but not using the super race that is good at everything?

"What is there to look forward to in life?"
Death thought about it for a minute and finally said,
"Cats. Cats are Nice" - Terry Pratchitt

Re: Supernova 27 Plan

Here's the current plan.  Other specifics will be determined on round opening.

Unofficial Alliances Allowed

UA (Unofficial Alliances) will still be allowed, but a separate solo galaxy will be opening for those who prefer that option.

Speaking of additional galaxies, we're going to be re-introducing the galaxy cap.  The current plan is to allow 2-per player with more allowable via donation.  There's no ETA on this being implemented.

Formal alliances are not yet ready unfortunately.

Shorter round length

6 weeks is too long.  We'll be reducing SN to 4 weeks.

Longer start delay on aggression

To promote more balanced mid-round competition, we're going to allow players more time to establish their bases and defenses.  We'll be bumping the aggressive action delay from 2 days to 1 week.  This means the first 1/4 of your round can be focused on infra and defense.

The market trading delay will remain the same at 2 days.

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18 (edited by Lone Tiger 08-Apr-2017 23:07:22)

Re: Supernova 27 Plan

Which moral system are we using?  I vote the old moral system.

I also vote that your not allowed to reform the same alliance.  We've already done mag vs kia, let's not do that again.

Re: Supernova 27 Plan

I like pie wrote:

Here's the current plan.  Other specifics will be determined on round opening.

Unofficial Alliances Allowed

UA (Unofficial Alliances) will still be allowed, but a separate solo galaxy will be opening for those who prefer that option.

Speaking of additional galaxies, we're going to be re-introducing the galaxy cap.  The current plan is to allow 2-per player with more allowable via donation.  There's no ETA on this being implemented.

Formal alliances are not yet ready unfortunately.

Shorter round length

6 weeks is too long.  We'll be reducing SN to 4 weeks.

Longer start delay on aggression

To promote more balanced mid-round competition, we're going to allow players more time to establish their bases and defenses.  We'll be bumping the aggressive action delay from 2 days to 1 week.  This means the first 1/4 of your round can be focused on infra and defense.

The market trading delay will remain the same at 2 days.

Attack delay have been 4 days in Supernova, not 2 days.  So it will be pumped from 4 days to 7 days till no attacks/hard ops.

Uruk Hai - Today at 10:04 PM  #Supernova
This is yours tits ().!.() with my little penis in the middle

Re: Supernova 27 Plan

Why have a market delay?  As I recall, the reason for a market delay is to prevent market aiding.

Re: Supernova 27 Plan

Did you just answer your own question? yikes

Re: Supernova 27 Plan

I wasn't around when the market delay was introduced so can't speak to that, but I presume it also forces focus on early self sufficiency.  That said, we can plan to change it up for future rounds.

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Re: Supernova 27 Plan

Pick own race in sn? Cool beans smile

~Cells~

Re: Supernova 27 Plan

One week delay lol. Everybody seems to think this will help defence. In practice the big fish will portal up in your core with no way to remove them. Without delay you can at least kick them out before portalling.

~Attacking is a Skill~
~Defending is an Art~

Re: Supernova 27 Plan

Only one way to find out!

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