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Forum Index General Discussion The Gordo Land Fix - ( Ideas )

The Gordo Land Fix - ( Ideas )

Started by CounterCrazyGOM · 16/11/2018 · 05:21 AM · 127 replies · 6 reads
C CounterCrazyGOMOP
Make some logical arguments, try not flame, berate or harass other players ideas.

Some ideas will be good, some meh, some bad, some horrible.

This has always been a difficult subject for those who have massive planet sizes vs those who dont. Seriously how can we make it all fair ???

This is mainly a GC / RT problem not turn based.
A Ankaar
Something like that would be fine for me as well.
O Omegian
Honestly, you are making this way too complicated in my mind.

The way economy/production should scale is total land and total planet count being the two variables.

Land > 150K (an example) and planet count < 26 = 50% of production/income potential
Land > 150K and planet count >= 126 is 100% production/income potential
Land > 150K and planet count >=252 is 150% production/income potential

This in simple terms would entice people to cluster/gain planets instead of gordo. You can scale it however you want, but this simply would not kill gordoed empires, but would entice people to fight for clusters and letting them decide if they want to fight for clusters or not and take the risk of being a lower planet player making half of their income potential.

However, by doing this I would argue that income/racial mods would have to change as well.
A Ankaar
I think leaving the land as is, not changing the planets, but changing to explore based land does less to hurt the players who have invested in the gordos.

Changing to clusters results in certain people using up 3-4+ spaces with clusters, which hurts them worse than if they got to keep the massive land, but simply couldnt explore anymore (which would make them more even with clusterable empires - but like I said, still having the advantage in less colony space used.
D {DrKsT}eViLBaA
same with u class, shrink them into clusters and set the u class to its max land
D {DrKsT}eViLBaA
then add a cap to clusters at 1.1k per planet in the cluster
D {DrKsT}eViLBaA
if were not open to starting a server without artifacts then i think it should be i think it was EE`s idea, every 125k land will be turned into c3 if the land is greater it breaks down into other clusters so for instance

530k c2
would turn into
125k c3
125k c3
125k c3
125k c3
25k c2
5k c1

and 3 random borders for safety
A Ankaar
What if we stop worrying about what might upset 10 players in the game, we started thinking about what might make the game more fun and balanced to play overall.

Hm?
F Fraggle
Make it so Gordos can only be used on your own empire,
Any new or restarting empire starts with X amount of gordos to give them a starting point.
Add Badwolf`s #1 idea as well
D {DrKsT}eViLBaA
#1 and #2 wont work
it will only upset

make a new server BW?
{DrKsT}bAdWoLf
The side issue with that, which was gone into at length when this came up before is.. If we limit the amount of gordos someone can use, it realistically should be near what currently exists, and since that`s up into the 200k 400k even 600k and 700k.. becomes a very difficult prospect.

The only alternative is to have empires which get grandfathered in, that no one will be able to reach, or surpass.
A AssassinatorS
Add in some limit to quantity of gordos able to be used per planet. Maybe 5? That way a 10k Large can still be improved, meaning players focus on one planet/cluster at a time. Means gordos don`t have to be removed entirely from the game, or other artifacts dependent on them altered.

Also means people aren`t even slightly punished for being more patient in planet exploring (say a Terran with 9 10k larges - not out of reach of anyone).

As for addressing the rebalancing of power, erm, a fresh server is the only fair approach, and even then it isn`t fair as old players lose everything comparatively. What do the old gordo`d empires say on the matter? Why is it i never hear their opinions? Or am I being blind?
C CounterCrazyGOMOP
#1 seems fair.
However i would probably change the max upkeep 2.5 might be to low haha. who going to say WTF to low???

#2 i have an issue with because anyone with a nice size gordo planet becomes unexplorable.
D {DrKsT}nUt
I like idea #1 better too. Although I am totally for planet collection and think that exemption from the loss of good clusters really ruins the excitement of the game, it actually is the only reason people have spent hundreds or thousands of hours making these planets. Take that away, and what took some years to get, is totally useless. The benefits of gordoing just needs to be reduced. Even if you wanted to do minor changes to upkeep and balance it over time, it would be a step in the right direction without totally ruining a bunch of empires in one go.
T TheBlueKnight
I like idea #1

Solves several other problems that were not even mentioned in this thread too
{DrKsT}bAdWoLf
I`ve been around and around on this before, so I`m just going to bring forward some of the old solutions I suggested:-

Idea #1 basically this we add in a mod for upkeep, where the mod would be ((Your total land/total planets)) /1500 = your Upkeep mod with a Min Mod of 0.8 and a max mod of 2.5


Example: Say you have a 25,000 land c2, your mod would be 0.66 but because the minimum is 0.8 the upkeep for all your stacks would be 0.8 the actual amount being cheaper than most.

But let`s say you have a gordo`d up a 85,000 land c2 to remain explorable. your mod would be 2.26 which would mean that your upkeep mod would become 2.26 higher than normal making it so that even though you are explorable with a great econ for your planet count it would actually cost you more to build which would be the drawback of having a lot of land and remaining explorable.

Idea #2 Land based exploring, (Total Land / 1500) rounded down, or total planets. (The higher value being used)


Example: Someone has a 134,000 land c2, 30 total planets (134,000 / 1500) = 89 planets vs 30 planets, the 89 gets chosen for the formula. Therefore you have 89 planets as far as exploring is concerned.

Two of my old ideas, I had more I just cannot be bothered to recall them. Feel free to discuss these or w/e.

Edited by {DrKsT}bAdWoLf on 2018-11-16
A Ankaar
Make exploring land based when under 90 planets.

I say 90 planets because I know miner can explore to around 86 I think before it becomes basically impossible? idk about other races. You have to incorporate planet count at some point though so miners cant explore 1000 2 land gas planets.

This means large land empires dont lose the land they worked for, and they still get all the border spaces, but now they have to fight for borders instead of exploring. They can still keep their land safe with pretty low effort, but its not nearly as easy as logging in and using 15 turns every 3 days or so to explore for borders.
D {DrKsT}gUaRdIaN
RT Server: Remove gordos and all artifacts that need them. Add a land rebalance on all colonies under 100k land to include all land above 100k divided by number of players on the server. All new players on RT depending on the race will get a starting home world at 25k land for killable empires and 10k for Terran and Minor. Once an empre completes all infrastructure research an Admin will grant an addition land bonus or colony according to it`s race.

New Server: Absolutely no artifacts, bonuses according to land explored,and turn increase bumped up from RT to 25% more max.
D {DrKsT}eViLBaA
yeah leave everything as is and remove artifacts easy

new sever
every 1 chant it :D
E EnderWiggin
Might need to increase upkeeps or infra maintenance a little to deal with income increase.
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