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New income stream idea?

Started by MajorDinero · 05/04/2011 · 09:51 AM · 112 replies · 3 reads
M MajorDineroOP
Admins have the ability to change race income modifiers, right?

Actually requires stephen but i`d like to see where this goes if needed i "can" get stephen to change race mods lol

Well, in this case why don`t we look into making tax a viable income source for collective?

What I mean by this - is give collectives something like a 0% modifier for tax. Currently, the modifier is set at -50%, which means that food has to be around 2 in order for tax to be break even in profit. At 0%, I haven`t done the calculations, but collectives should be able to make some decent money from taxing.

What are the implications for this? Well collectives can only grow food on individually assimilated planets. If they capture a large cluster C1/C2/C3, they can`t grow food on it. If this suggestion goes through, then perhaps collectives can use these captured clusters to tax their population, while growing their own food so they could be market independent (to an extent) with a high base PR.

This might add a very unique element to the game, and perhaps bring collective (which is a pretty uncommon race to be played) some unique challenges and opportunities for veteran players.

Edited by BadWolf on 2011-04-05
E ear614
Or we could do this. Introduce a new ship for every single race. I mean in really life new technologys are created everyday or so. Why not create a new ship for GC every year or 2 for each race. Except Virals they can stay the same. :P
W wingnut
don`t decrease snows buildrate. That defeats the whole reason we started talking about the ships. if cols are going to have the option of taxing, they need more buildrate!
C Crack
On the right track.. Though a few offs idea.. But otherwise on the right track..

Hb.. We dont make it too appealing.. Rt will still have at least 20% virals and guards each.. Maybe just.additional 1 or 2 player for tb server each.. Hopefully 4 or 5 for rt.. Will appeal abit.. Just slightly..
E elemental
@MD - i never expected them to get used in the first place
M MajorDineroOP
thanks for the feedback guys, I really hope that we can get these changes implemented to promote some more racial diversity in GC...lol.

that`s not a bad idea elemental, but it sounds like it will require extra programming. Thus, it will NEVER be implemented. I know, I know, never say never....but I don`t think you know stephen....
E elemental
@grantweep - i forgot about the paid ships, but i think that non-paids should have something like that. it makes playing collective a pain, even with all the good ships we already have.

i definitely think that increasing the colony count would help a lot.

also, we might want to try letting the collectives use their captured ships a little bit more... not full blown like viral, but something like it. i hate not being able to use the 10 extra stacks of captured ships just waiting at the bottom of my stack. somebody came up with an idea (I forget who) that as long as collectives have a certain number of ships in their stack, they can make those ships. this would be hard to balance, but im sure there would be ways to do it. also, another idea was that for every R. ship in the top 5 stacks, collectives would get to use another stack of captured ships.

example for second idea:

stack(this is completely random, except for the sloop):
r sloop
h galleon
r snow
strafez queen
h brig
large strafez fodder
small strafez runner
r pinnace
r schooner
c cancer

additional stacks able to be used:
pike
t garuda

just throwing out ideas here, its not necessary to use them.
H HoneyBucket{HH}
Awwww yes I think that is a pretty good idea, not by much, but maybe one or two extra spaces..... not a bad idea at all.
M MajorDineroOP
Yes, but what do you think about increasing col count for colls/marauders HB? :P That was a direct response to your post earlier.
H HoneyBucket{HH}
Well look how good marauder ships are and yet marauder is not a very popular race to play. I don`t think improving collective ships will make them more popular. But still would be nice to see some tweaks to Collective I suppose, just don`t expect it have a major impact on the number of collectives or else you are going to be disappointed.
G grantweep
Corsair is no-retal, but doesn`t have no-defence.

but you are right in that colls don`t have too many no-retal
E elemental
i say we should give collectives 1 ship with no retal, but without no defense. every other race has one, why not collectives?
G grantweep
We could decrease build rate a little bit (20% or so) but increase the range to 8?

What are some thoughts on that? Currently snow builds 34k PR a turn, range 7. Decrease build rate to 4, which makes it 27k PR a turn. That should make it comparable to the gal/brig in terms of usefulness perhaps. If people like the general direction of this suggestion, I could some extra time to do some ship calculations to make sure it isn`t too overpowered.
S Seraphim
R.snow suck so increasing build rate won`t do very good but I guess small changes could be beneficial
S ShadowKing
i agree so much a higher build rate for r snow would be awesome r snow stinks other wise
M MajorDinero
Back to the original thread.

Is there any reason why people don`t think that coll should get a slight boost to their fastest building ship snow? (I threw out a few suggestions, but I`m sure there are other ways to increase the appeal of snow, which is underused) or perhaps another fast building ship that could function as the pyth to the angel (if you get what I`m talking about). We could make this ship pretty good, and not possible to take over if someone UWs to make it something unique to the coll race.
M MajorDinero
I`d like to refer to what HB said about the declining playerbase as a reason why people don`t play collective/maru as much.

This doesn`t have anything directly to do with this main topic of this thread, but it`s another idea that I`ve been floating around in my head for a while.

Due to the lack of targets, marus/coll have trouble keeping borders. Thus perhaps we can increase the maximum colony count for them.

The nature of coll race is to make clusters 4 planets/clusters at a time...so they aren`t too terribly off. Give them 1 extra col, so they can make 1 more C5 by themselves. Change max 10 cols to 11 cols.

Maru however, have it rough...they can only make 1 C3 by collecting single planets. In comparison with other races, terran can make 5 C3s, miner can make 2 and guardian can make 1. Since maru can`t explore to begin with, I suggest that we increase the max cols for maru to 13. That gives them the ability to make 4 C3s from single planets.

Thoughts?
C Crack
Gi.. Thats what the majority will feel.. Hopefully a few tweaks here and there will make things interesting but balanced still..

I will rather have colls making cgs than tax.. At least the rest of us will have cgs.. Darn the tax/ mineral miner..

Lol..
G GradualIncline
I wouldn`t mind seeing some kind of tweak to the Collective race to increase the draw to play it, but I really don`t like you guys stealing my ships, so anything that increases your ability to do that makes me....uncomfortable...
C Crack
Isnt that what i was saying.. Ty for making it politically correct.. I already trust that u can do that hb.. Just that sometimes u have ur mood swings..

Yawnz..
H HoneyBucket{HH}
Crack your statements have a major fallacy in them..... I have tried as much, if not more, than most people playing this game to suggest new ideas and implement changes to better this game, to make it more fun for all whom play, and as long as I play I will continue to do so. But that doesn`t mean we should just accept and adopt every new idea that comes along. Each idea should be discussed, both the pros and cons and should be determined a good idea before we consider making it a reality. Without constructive discussion, people pointing out all sides, we cannot better this game. We need to be open to all points, both negative and positive, as long as they are helpful.
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