GC FORUM Galactic Conquest
Sign in
Back to the Game
Forum Index General Discussion Tell me why.......

Tell me why.......

Started by Ragnarok · 08/08/2011 · 12:38 PM · 44 replies · 1 read
R RagnarokOP
We can`t just permanently increase the current build rate 2-3 times of what they currently are.

If we did that, even c3 empires could defensively stack at a decent PR on turn based servers.

Is it a lot of work to make permanent? Maybe. Does it require Stephen? NOPE. Will it improve the game? Heck yea. Do the players want it? Yes. And does it change the balance of the game in any way? NOOOOO

In fact, when build rates were temporarily increased to 4x their normal rate, you got overwhelmingly positive response from players.

So my question is, why not make a permanent universal build rate increase?

BadWolf:

Well why don`t we put this up for a vote:-

Voting choices

1) 2-3x increase of buildrate under a 1 week trial
Would apply to all servers would need to hear the good and bad for all sides of this

2) Leave it as is due to implications due to x
Please include reasons if you would.

3) Some other option
Be detailed


Edited by BadWolf on 2011-08-09
J Jammer
A week long trial can`t really hurt anyone, I don`t see why we don`t at least try it out.
K Katulu
i vote 2
theres no need for change
S Sibiriangun
My vote is for 2.

I dont see any reason to be able to build even faster, it will make UWs almost impossible on RT as guards can spam quartz at 200k a turn.

I understand your point for TB servers, but I still dont think it is valid. Yes it would make things much easier for unexplorable empires, as they could build more versatile fleets, but how is that needed? It is already extremely easy to keep clusters on TB, you only lose them if you forget to login.
S Serperior
2


Against built rate increase, If you multiply the build rate by two or three...


I think it benefits planet hoarders/older players more as compared to new players, since they can built a fleet twice as fast from a million power rating, new players will just get sniped and unable to catch older players that can easily climb up the rank due to the income they have amassed.


New empires would not be able to sustain the fleet they can built and thus will fall prey to older players eventually as both empire race up the ranks


Collectives in general will get alot scarier since their small but dangerous ships will now see much more action in the million power rating. I can see how every additional multiplier would make Collectives ever more scary. Not sure if this would reduce the appeal of Marauders slightly as a result.


I can see why the forum will vote favourably to this update since a majority of players in GC are made up of older players and i also know that these are the players that keep the game going by buying paid coupons after paid coupons through the years and i thank them wholeheartedly and feel their suggestions should be taken seriously


However i would like to caution any updates that does not help new players visibly since without new players this game will eventually be a less vibrant place.


Have Fun =)
Serperior
R remus{01}
i really think doing it for a week`s trial is the best option and i know alot of people do like the idea as do i he he
G GradualIncline
This couldn`t have happened while I was building up for my event UW hmm? *sigh* Figures



I`m not sure where I stand on this in the end...
I`d say yes to 1) to try it, but I`m not sure we should go with it for the following reasons...

1. UWs will be even harder than previously
2. Spamming guards will be able to build up faster, knocking down my poor stacking A-miner self from say 200 million pr in a single night while I sleep, whereas previously, at least I saw them coming and had a chance to react.
3. As others said about the counters, they would get much harder.


Now on the other side of the coin, I can see some benefits for 2x build rate (I wouldn`t go higher than 2x)

1. UWs are easier to kill, and I like killing them :P
2. Those who like to sit at high power to avoid getting hit, are now going to have to go higher, as are the people wanting to hit them, spending a lot more of those built up credits (on RT anyway)
3. It`ll be a lot easier to build up and reach the 10x pr you need to break free from an enslaver when they are offline.
4. Battling will be a much more constant thing at higher pr on average, meaning people will be more willing to fight higher up. I know I am always worried about attacking someone 50+ million pr, just because rebuilding would take forever if I hit poorly. With 2x, it gets a lot easier to rebuild.
M meerkatofdoom
i vote yes for doubling the build rate. i like to fight, but as it is i can`t simply because i cannot build ships fast enough to build a decent fleet before i get hit. so i have to spam and anyone who knows me on uc knows how much i hate spamming
B blahdieblah
`Will it improve the game? Heck yea.`
Could you please explain the improvement to the game.

`And does it change the balance of the game in any way? NOOOOO`
It does: 1. the ratio regarding spending turns for building ships versus researching/digging changes. 2. buildrate vs credit/mineral cap. and buildrate vs max PR 3. low PR fighting. 4. fighting UW 5. Rich vs poor empires
A Apollo
Omegian
I think if anything that would be done is double the build rate of ship classes like cruisers/destroyers/frigates

i like where your going with that, however this would make guardians extremely over powered as they dont have anyhting past cruisers. while the rest of us do... you know, those ships we use to fight guards lol
O Omegian
If you can`t defensively hold a c3 on TB servers, you don`t deserve keeping it, either plunder or play with an explorable planet size and or VM like most large empires do when pressured.

Increasing the BR just would make this more spammable, sure it costs more, uses more resources, but still wont change anyone`s tactics of how they play. As much as it would change economics on the demand side resources wise, I think if anything that would be done is double the build rate of ship classes like cruisers/destroyers/frigates to a degree no greater than capital ships. My opinion anyhow, would be reason to make this game on super easy I guess.
E EvilAbadayos
I would say 1, but only 2 times, 3 is kinda silly.

Trial it out and see. Sure counters will suck, but that just means you have to be more tactical with who you hit, which is an art/tactic I`ve not seen in a VERY long time.

Will it make guards a royal pita to take down? sure, but they will also be chewing alot more funds and most of teh not too well established guards (read: majority on RT atm) will not be able to sustain big fleets for long.

For those that enjoy smaller ships like destroyers and cruisers it would be a great thing. I`m one of those people and whilst I love the effectivness of the ships, I don`t really enjoy burning loads of time doing it, yes it`s my own choice to build smaller, slower building ships, but still, it`s annoying at times.

Try this out for a week, see how the fights go and see how the server economies change/don`t change and then take it from there.

Just my 2 cents.
F forsakenwolf
Increase to 2-3 is nice , 5 or 10 is hella much
W warmonger11
YES, it would do nothing to the balancing of the races but it would allow players to spend 4x the credits and minerals and get rid of all this excess wealth, maybe then the economy would come back and the game will be rolling again

alternatively, we could just get 4x as many people to play the game, but this works too :)
E EmmdeeRT
I vote for 2) no change One reason, I`m often on a slow connection, so are others. It`d screw up retal attacks too much.
H Hopeless
I vote ..no.. building a large fleet should take time, just being able to click a couple times and have a 10 million power fleet defeats the entire reason for having turns...if you want that why not just give us unlimited turns..that way empires not interested in building to high powers get in on the extras
D Deamon666
its worth a shot no 10 may be too much but 5 is still a good number
A Apollo
guardians could go from 0 - 60mil with 45 turns of diamonds if you went 10x ashy LOL!!!
A AshyLarry
when building to high pr, the biggest problem is waiting for turns, not the price. RAGNOROK HAS THE SOLUTION!

only, i say we go with 10x instead of 2-3x. 10x is easier as you just add a zero to the end of all current buildrates. no math necessary.

anyways, with any increase, i gladly vote yes.
A Apollo
im for this
Page 2 of 3

Reply

You must sign in before you can reply.
Sign in to the game and come back — the forum uses your game account.