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Proposed Gordo Solution

Started by BadWolf · 19/04/2016 · 10:16 AM · 178 replies · 2 reads
B BadWolfOP
So gordoed empires exist, and one could argue that they are a problem in some ways, but I believe we would all agree that it wouldn`t be fair to punish these people who have decided to gordo instead of hoard. The primary reason we haven`t updated anything with gordos and gordoed empires in mind is because, every idea that we`ve seen has seemed unfair to those empires.

So I would like a propose a multi-pronged update with the aim of providing balance to things without taking away what everyone worked for, and that proposal is simply as follows.

  • If you have less than 125 planets, then you may only gordo to 150k land. Updated Point: Existing empires would have their land reduced. Agreement so far: Sibi, Raist, TBK

  • Clustering of c3/c.4s would be changed to work as such:-

    C3/C.4`s would gain 15-30% land (with a rare chance this becomes 15-50% land) upon clustering. (An example being you have 5 c2`s totalling 55,000 land and you roll 22% from the land bonus; The C3 would be 67,100 land as a result.) Updated point: Possible Retroactive application using the average value.

  • C.4 Specific information:-

    Collectives would see this bonus to all c.4`s they cluster, and c4`s that exceeded 64,000 land would have their planet counts adjusted to land/1000 rounded, or 125 if the number somehow exceeded 125.

    Virals would only see this bonus if they already hold at least one c.4, and have over 125 planets. Virals would also have the same planet count rule as collectives if a cluster triggers this bonus land, and exceeds 64,000 land.

  • If you hold over 125 planets then your upkeep is reduced by 10%, until you fall below 125 planets.

    Footnote
    I think some people may have misunderstood my initial point, so i`ll make sure it`s entirely clear it`s 150k land across ALL your planets/colonies hence the 125+ planet limit at 150k land.

    Edited by BadWolf on 2016-04-20
  • O Omegian
    I feel like any new research that would affect a players racial income stream after they have maxed it out should be put on hold until admins do other needed changes. I agree to the updated notes by BW. As for the U Planet discussion earlier, my question to BW is how will that be tweaked or looked into down the road ? (U Large, Edens, and U Fertiles). Not sure if that will be on your radar or considered important.
    T TranquilSuns
    After seeing all the trash suggestions... I`m just going to agree to bw idea lol. Diminished return Gordos starting to sound just fine as well. 1 land per gordo past 150k.
    M mompyuser
    sorry guys but i think the best answer/idea comes from Archangel.
    I could live with that. Instead of caps and criple the game find some new stuff to add to this game to make it more atractive. Like anfits mods implentation in the game. Time ticker real clock cant be hard tho to code.
    I like also AA answer on gordo prob and new ressearch like labor.
    From all the wouldbe Einsteins the real one stepped up. Congrats AA
    D DarthCaedus
    and max ship 75000 turns on normal? how many years would that take? 20?
    D DarthCaedus
    sorry TBK if you wasted money in this game outside of normal ways to get a one up on other players its tough luck
    Z Zanarkand
    *raises hand* I only ever sell gordo`s to buy my paids and it goes to the game. I have a years paid from the last order.
    B BadWolfOP
    You`re right TBK there are a small few of the majority hundreds to thousands of gordos that go out every few weeks to months that are tied to actual paids coming into GC. I believe the actual figure as of a few months ago was around 5-10%

    So sure fair point
    T TheBlueKnight
    I don`t care if its putting all my land into one big c3 cluster but i want an equitable trade off.
    T TheBlueKnight
    And i do agree with the 150k land cap; however, i want to be compensated for my time and resources invested.
    T TheBlueKnight
    I believe your mistaken ask a majority of active players how they received their paids.
    R Raistilin
    Except that any large orders of gordos tends to see the money go directly to the seller rather than the game. The days of tons of paids being sent out for gordos is about 6-7 years past.
    T TheBlueKnight
    BTW there are allot of other games i could be investing my time and resources in with better graphics and game play; however, I`m loyal to this game and will ride the train until the wheels fall off. I`m currently in VM on real time and the more i read some of these post the more I feel like just staying in VM indefinitely.
    T TheBlueKnight
    Many of us who have been gordoing our planets having been working on this system for years. We have put allot of time an effort into it and some even money.

    I`m sure Stepehns income from this game will be reduced drastically if there is too much mucking around with the gordo system, which may result in the game not existing at all. However, I do understand the concerns everyone has about gordo empires as i would not want to be an empire with allot of planets being stalked by one.

    Rather than penalizing gordo empires lets increase the bonuses for those with clusters. Maybe a bonus to income and food production 25,50,100%, depending on cluster type. Increase out of DP bonus and lastly reduce the upkeep of planet hoarders a certain percentage as they are more likely to have to fight at higher power ranges to protect their clusters. I`m only one empire and i have spent over $500 on this game in one year and there are others who spend more than that for gordo. Imagine how many cups of coffee Stephen will have to sell to make up for the loss of income. I do like a majority of the updates; however, this one may be a phyrric vicotory.


    ArchAng3l had a great suggestion too. Giove the players with max research something to use turns on other than digging. How about a special ship that requires 75,000 turns to build. Just an alternative to digging and fusing all day.
    D DarthCaedus
    sighs
    the big empires should have land capped at less than 100 k and unable to use gordos in the future and gordos should be improved so other players can catch up faster or give everyone 125 k land on a c2 to make it fair
    A ArchAng3l
    Instead of placing a cap, I would like to propose another solution. This solution should still allow empire to grow their land indefinitely, but at a much slower pace once the land get bigger and bigger. The admin could advice if it`s doable in the coding aspect.

    Introduce a new research. Maybe name as "Labour". Every player are allowed max of 100k labour by default at 0 research Land level. Empire can have more than 100k land, but could only assign enough labour to use 100k land. "Labour" is an indefinite research with no cap in research level. Each level of labour research provide addition labour so that you can assign to your land. And the amount of turn get increasingly larger with a higher research level. The amount of turns needed and the amount of labour per level could be refined further if admin felt it`s a feasible solution.

    Here are the benefit of the solution:

    - The large amount of effort, time and even money put into this game across many years are not axed at one go for large land empire. Those land are still there for them to use if they are willing to put time into levelling up the "Labour" research.

    - It level the playing field to some extend since both large and normal land empire need to research the "Labour" level to use land more than 100k. Although large land empire might not need to spend turn digging for gordo, this advantage would get smaller as the amount of turn need to level up "Labour" get increasingly larger. Spending the same amount of turns, empire without large land would never catch up with empire already with large land. However, over time this solution would definitely narrow the gap between them.

    - Player with cash to spend to buy gordo are restrict to a certain extend since now they need to spend effort to research "Labour" level.

    - It`s a new place to absorb turn, making it "harder" for empire to use larger land over time. However still allow empire to grow their empire if they are willing to put in time to re
    A ArchAng3l
    Furthermore player who are loyal to this game and have long vision, they would want the option to keep growing their empire. When they have job and family, the could spend less turn to earn cash and still could enjoy fighting with the limited online time they have spared.

    Gordo empire is more like investing the turn to dig for the future of their empire. Every player could dig now with the update in dig time. Hence it`s a fair ground for all to decide how they wish to spend their turn. Working towards UW, holding the rank, or dig for artifact, etc.

    Although GC is a warfare game, frankly speaking it get boring and tiring after a while of continuous fighting due to simple graphic and large amount of time needed to build and rebuild. Digging and growing their empire is a good way to let empire to rest a little while still staying attached with the game.

    Every player is important. Both old and new. We should find more way to add new thing to keep GC interesting to attract new player and not adding restriction to existing player. We can spend effort bringing new stuff for player to spend their turns. Maybe new artifact with cool effect, etc. Or new research. Then with the limited amount of turn on hand, player might focus less on gordo and focus their turn on other interesting stuff.
    A ArchAng3l
    I agree to the minority here. I do not support land cap. I would not highlight the reason again, since it has already been raised by other empire, i.e. having family life to hoard, no other grow option after max research, etc.

    About the huge unbalance, overpowered, unfair, reasoning due to empire with huge land, I think it`s overblown. The whole picture is that there are many limiting factors around in this game. Everyone knew that sibi is an great empire who could climb to high pr. But do you know how much time he need to put in to climb due to our RT turn limits? During uw, spending the similar huge amount of time and effort to build, my empire ArchAng3l would be on par in term of battling in the rank with Sibiriangun empire. But do you know I`m a pretty normal empire with 60k+ land?

    Yes, income and land size is important. But after a certain threshold, it no longer affect that much. Perhaps Sibiriangun could climb to 500mil or even 1bil pr. But given maybe couple of weeks, my little empire could gather enough resources to climb in range to take down Sibiriangun. It`s not already so unbalance that large land size empire is god and untouchable. Every empire is still limited by how much time the player could stay online to use turn.

    Sorry Sibiriangun for using your empire as an example ;)

    It`s true that large land empire have the ability to climb to high pr frequently. However, time and effort still need to put in to build and climb. Empire, player, who are willing to put in effort and time in this game should be encouraged, and not penalize due to younger player might never been able to catch up. With my example, young player don`t need to catch up in land size. As long as they have a decent enough income and willing to spend time to climb, they could still enjoy fighting in the rank.
    T TranquilSuns
    150k fert=300k c3 land. Wtf you talk about lol.
    H Helms{}Deep
    By making huge bonuses to clusters, negating U planets like a Fertile, you will be driving out those players that wish to gordo a planet and keep their planet count low. They will already be capped at a max land mass/ max income if they don`t reach the 125 planet threshold, and I don`t see the benefit of making clusters even more powerful than they will be.
    Here is an example that is pretty close to what the current situation is right now: if you have a fed of established empires that control the majority of planets and clusters, a few empires who can hoard because of their time and because their fed is strong( not being negative here, just stating a fact) and if said empires each have 300+ planets and one is a food producer, with your absurdly high cluster mods, and one is a CG maker with absurdly high mods for that, how is anyone else, especially a new player, ever going to compete with that? So in addition to being able to gordo and have insanely high land mass due to being well over the 125 planets, you are now allowing for a 50% bonus to the food production, by sheer volume will have the potential to choke out any and all other food producers, whether they are trying for a U Fert or not. A U Fert shouldnt be dropped down to that of a Forest class, that is too drastic. If we are talking perhaps dropping it down by 50, perhaps that wont be so bad, but I still don`t like the prospect of completely cutting a gordo empire off at their knees just because we want to see more clusters in the game, with the mods that BW stated in his proposal alone will be enough incentive to have more cluster empires.
    F forsakenwolf
    If the top Gordo`d players are willing to give up there land , then i see no reason not to implement this. even with 150k land those empires still have a advantage over most other players..
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