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Forum Index General Discussion X Planets Useless now

X Planets Useless now

Started by Omegian · 05/02/2019 · 01:46 PM · 53 replies · 1 read
O OmegianOP
May be the minority here, but with all the NPCs around, what is the purpose now of X planets? They used to force us or at least attempt to force us to fight, but now most just get tossed around or clustered. However the exception is X U Class and X Dead are more of an eyesore and most collective/Marauder`s aren`t even plundering them (if there is even 1 or 2 on the server playing that race). It`s more of a hot potato that`s a dead useless colony potato. So why do we even have X planets now? I am speaking from a TB not RT perspective.

Or just give me a bloody 1k turn project to blow up X U planets or convert them to useless gas planets.
B Baa
i just read what you put and its as if what you say is the only thing that will work but yet you dont actively play the game anymore? it almost come across that you think your somehow in charge of the game aswell, i dont know if any 1 else has noticed this when reading the creap you type, i mean the last contribute u made was trading your account away? or am i mistaken ?
R Raistilin
Well you might have missed me from 2006 to 2014ish due to your uhh...away period. Yeah that`s what we`ll call it. Have I been active in the last few years nah, but I pop my head out of vm to poke people every now and then.

Though not sure exactly my activity has anything to do with this thread but thanks for asking.
C Carnage
I mean....

Empire Name Raistilin
Protection Damage Protection
Expires in 8644 hours
A Asmodean
Baa, should check the ranks
B Baa
Raistilin do u even play the game? i mean last time i saw u active was 2006
R Raistilin
As with everything, there would always (or should always) be checks and balances to an approach. I gave out a general idea to see what people though about it. As for the whole gordo empires thing, even non gordo just an explorable empire alone would be able to obtain great benefits if they could just stack 5 or 6 of the same bonus. However there would be balances to it, first would be I don`t think an empire should be able to have more than 3 bonuses active at any time. Second, no overlap on the type of bonus. This way you don`t have a terran with 7 X U Larges rolling around with 35% reduction to upkeep or something just as crazy.

The whole principle isn`t to make X U class be the new meta, for all the kiddos to jump on the train and ride into hypetown. Its to add a small bonus to something that basically serves no purpose. Even when they were released they were at most an annoyance though there were times where they severely messed up a hoarding empire. Also this doesn`t have to be "the" idea that raises X U from being completely pointless into something with small benefits. Just an idea to pall around to maybe stir up the creativity in some of us. Maybe someone will get an epiphany and toss up something really cool that has been ignored so far.
C Carnage
If we we`re keeping them in game, I much prefer the idea of just making them give 10x plunder value or something.

Leaving them in game leaves us in a difficult spot of not being able to suggest added value to them because we`ll get the standard staff response of we can`t look at this until econ changes have taken place
A Asmodean
Could function in such a way as you only yet one or two benefits from however many X.U you have. So you could have 12 if you want, but only the bottom two provide the benefit.

Take it a step further: have a project to select the two planets you want the benefit from, and the rest are ignored. 12 X.U would likely have 5 or 6 separate benefits, and as some repeat, they also stack. So choosing 2 that provide a -2% mineral cost to fleets would net you a -4% total. Example only. Thoughts?
C Carnage
Raist, empire wide bonuses help gordod empires more than cluster empires. An explorable gordo player can have a dozen x class planets without it negatively impacting them - they have one planet they care about and the rest are there purely as borders.

The gordo empire can stack 12 x class for empire bonuses, whereas the cluster player already has a tough time with colony space. By their very nature they have less space available for borders, and having x class / less manageable borders is another negative for them.

While gordo empires are already at an advantage in every single way aside from time to set up, I don`t think giving them further boosts is good for the game at all
C Carnage
Assassin, x class isn`t challenge added to the game, it`s pure annoyance with literally no way to overcome other than leaving it on your border and not playing the game until someone is nice enough to come take it from you
B Baa
just set it so if its explored its a x class however if its captured it should be turned back to a e class, if it cant be plundered why can it be captured? lets face it nothing going to happen with x class
A Assassin
I`d also warn against removing any more challenges within the game, make it any easier and there`s no sense of satisfaction or achievement in doing anything. It`d become far too easy to make a 25+k C2 or two for explorable races with no risks. Y`all don`t want that really.
A Assassin
He`s talking about me right?! The true plunder collective, back when a 25k C2 gave only 1 bill creds.

Incentive? Easy, why not add some housing to that X U and spend a few turns adding some people to it. Then it`d be a race from us collective/Maru to get it off you, rather than killing it.
Pop a post on the chat saying you`ve got a plunder goodie, easy.

The problem only arises when people use them as anti counter planets, but that`s just part of the strategy of the game.

As Omegian hit upon, the issue isn`t really on RT, although waiting potentially 24 hours to get rid of one is annoying, the issue is with lack of activity and players. Sort that out and you`ll have your answer.
G GrumpyOldMan
ya lets give planets empire buffs, let create more unbalance in the game economy and super empires.
O OmegianOP
Was saying most of the cool/maru are Agri not plunder. I only know of two true plunder empire prior to Itech. I think if we go with your thoughts on empire wide buffs, let that empire decide if they want to keep it or plunder it.
R Raistilin
Well first off, plunder income isn`t Agri so not sure where you were going with that one. Second, the idea I stated for giving buffs to the empire from the X U class wouldn`t be increasing the modifier on the planet. They`d be more empire-wide buffs that could be something like a small % reduction in mineral cost for ship building, or maybe reduced upkeep. These would be for all races, so there would be a reason to have them instead of complaining about it being in your colony list.

And then just incase people continued to complain about having buffs, you could add additional incentive to the Maru/Colls to hunt for the special X U class by adding an additional plunder bonus, or maybe some other unique benefit so they actively hunt for them instead.
O OmegianOP
Thing is Collective and Maru income is already decent as Agri empires and their upkeep is much better than a Terran. So why provide more incentive to them? Buffing X planet mods shouldn`t be a solution as I would rather cluster a c3 than have another x class with mods like a u fert. If that is the case I would just keep the normal U class and not the X class.
R Raistilin
Why not flip it around instead? Most everyone so far has looked at it in a "Why don`t we add incentive for Maru/Colls to plunder these" when we could look at it from another direction.

What if X class planets have random empire wide buffs? 5% more commercial income for an X Dead, or maybe you get an X U Large and it comes with % reduced upkeep. The ideas are random along with the % but you get the gist.

Normal empires could only cluster (or infect) the standard X class to get rid of them, however the special ones would have to float around. This would prompt you into either wanting to keep the shiny or some Maru/Colls hunting you for goodies if they knew it existed. Maybe as Baa suggested by improving the plunder rates of X class for Maru/Colls would give them more drive to hunt.
O OmegianOP
Yea, why waste 5 turns plundering, why waste even having them in the game. Sure the game is unbalanced, people are selfish, but this was an update implemented in the system that needs to be taken out. Since there is no incentive since that is what Collectives & Maru`s want doesn`t make sense so you are justifying there is no value for this.
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