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Marauders

Started by fuzzypenguin · 01/12/2010 · 04:19 AM · 59 replies · 0 reads
F fuzzypenguinOP
What would make Marauders more appealing to the gc audience? Want your guys/gals opinions on Likes Dislikes and what you want to see for there future.

Please dont bring up adding scouts or starbases though as it seems that idea has been thrown around for the longest of times (mainly bases) and most likely wont be happening :)

any other suggestions and or opinions are welcomed, and please stay on topic :P
T Tikimana
> "I think I saw once from someone that coll taxing doesn`t make money if the food is at more than 1."
Oh no, they CAN MAKE money... it`s just that, farming is certainly more profitable!!! I once went into a positive income (with a medium fleet and very minor food deficit) while preparing a 1000-loyalty cluster for plunder. Thus, inadvertently and for a short period of time, I was a Taxing-Collective, proving it IS possible :-P
K KnightofNi
Yeah taxing as coll might just be the dumbest thing I`ve ever heard... I think I saw once from someone that coll taxing doesn`t make money if the food is at more than 1. And I really liked coll too >.> xing UW -_-
S Slavyzz
To reiterate as one of the few active collective -
I am not interested in scouts
I am not interested in more colony spots
If changes happen to marauder and not collective I will NOT complain
This is about Marauders, as Tikimana said try not to group them together
btw Tikimana if you can make any actual income going pure tax as collective I will give you a cookie
*likes his race*
M Mazuku
i never understood why collectives couldnt use scouts they took from another. Seems a race that lives off the assimilation and use of other races ships would apply that bit of common sense. Collectives could stay at 10 cols to help balance the ability to explore if they managed to get scouts.

But heck why dont we go crazy and take everyone`s homeworld`s too away invasion proof colonies don`t make much sense either and normally when you die its your own fault anywho :P
R Raistilin
But Mr.anderson, what good`s a phone call... if you can`t even speak? *this is to HB only
H HoneyBucket{HH}
The problem with being able to assimilate scouts, is that I can promise you that it is going to be heavily abused.... there will be plenty of battles arranged to transfer scouts so that a marauder can explore when they are in desperate need of borders.
T Tikimana
>> If marus get 12 cols, so do colls o.o
NO, KoNi!!
We need to stop grouping those two races together! Part of the problem is that they`re so similar.

Collective have the option of farming well, plundering okay, or taxing poorly.
Marauders should be able to plunder well, commerce poorly, or...
...well, okay, that`s why they should get 12 planets while Collectives stay with 10.
Remember, collective colonies are different, often packed more efficiently.

And it`s in the interest of keeping the races different that I suggested Collectives be able to assimilate enemy scouts, and explore only while they have them. Small collectives would be able to give back to society what they`re so used to taking, and they`d also have a better shot at getting decent planets. It would be a valid boost, considering Marauders would be getting 2 more planets, that Collies should (with a little luck, and going out of their way to keep a scout in the fleet) be able to explore on their own.
H HoneyBucket{HH}
Bip is long gone, either jump on the new bandwagon or get off and get ran over, the choice is yours
R Raistilin
thought it was bip for preident o.o
D DrunkenMasters
Give marauders 12 cols and the ability to be mineral!

HB for president!
H HoneyBucket
I vote to make it so that marau`s have an option to go mine minerals for income!! Perfect solution!
*walks off snickering and mumbling about suckers and toothpicks and pumpkin pie
K KnightofNi
If marus get 12 cols, so do colls o.o
I Ishamael
A commercial `marauder` would hardly have much impact on the market gameplay. As marauders barely do when ag, even less so as plunder hah... anyways...
P PistolPete
Commercial is the n00b income, as it is not dependent on the market. I think i`ve heard several times from the admins that they did not want commercial empires...

The fact that guards can be independent on the market too, is a little confusinf to me, as they are supposed to be the hardest race.
T Tikimana
I think we should give Marauders 12 max colonies, to make them slightly easier to play,
and increase Commercial from -95% to -75% to let them *consider* trying it as income.

I have a corresponding suggestion for Collective:
- Let Collectives assimilate all types of enemy Scout-ships,
- and let them explore if-and-only-if they have an assimilated Scout-class in their fleet.
T Travvivian
Commercial? Rubbish. No thanks.
I ImaVirusOhNoz
and i would go for 12 planets :) if comm were to change id so be a comm maru that day :P
I ImaVirusOhNoz
when i try it i onyl get to about 20 comm infra and i get a pretty decent income for it being -95 ith a 500 land planet :) so with that low upkeep id go for a -60 or in that range :) and if done correctly could be a decent low income like miners CG sales compared to there tax n food that is heh
M Mazuku
granted 25 might be a taaaaad too much :P 10 is rather low. maybe 12?
I Ishamael
that would be awesome. hahah
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