GC FORUM Galactic Conquest
Sign in
Back to the Game
Forum Index General Discussion A Helping hand to new empires

A Helping hand to new empires

Started by qwerty360 · 07/03/2010 · 03:15 AM · 126 replies · 6 reads
Q qwerty360OP
This offer is nolonger available as it takes too long for the admins and I believe neither of us have the time to do it.
-- qwerty360


One of the big problems plaguing GC is a lack of new players. The first step to curing this is to ensure that the players we get continue to play.

As such for the time being all new empires on RT (Whether by restarting or new sign ups) will recieve 5k of each mineral.

As this is being run by me by hand to recieve your minerals you must PM an admin -- Preferably me!

Also as an added bonus if you introduce someone with your slave empire link you will also recieve 5k of each mineral when they request it.

For turnbased players --
Depending on how well this works I will extend it to cover the turn based servers.

Edited by qwerty360 on 2010-07-11
S Schaijk
if you want to save this game you should put 100m minerals on the market in gc normal. If it doesnt happen that server will be dead no matter how many new players come to this game. A terran without minerals will not survive.
D Deiloche
I agree, in part, with ronex. Trim some of the turns off the tech research, it`s needlessly long on some ships that do not have the huge impact to make them worth it.

I`d further suggest that infra be limited to 100. That is a reasonable, feasible level for infra to be.
F freshfish
The idea of a week free paid to new players could be a good idea, giving new empires an extra push, the problem however could be that they would have the paid ships...I dunno if these would go after the paid ran out.

A weeks free paid could attract more new members to become fully paid thus more money for Stephen.
S ScarletTears
i think the amount of minerals one receives should varry per server, and i have been stating for years that UW`s should take away 90% of land, why would you want to take away planets? let people keep their redicoulous planets if they wish. force them to plunder them theirselves it`s much more insulting that way. (i know it won`t happen since alot of people would quit, if something like this were to happen)

but that would also mean that UW`s would become much more harsh for newer players, i have seen a few newer players quit because of UW`s. however one idea to aid with this would be UW protection, allowing players under 30 days old to be exempt from UW effects

also it stephen could offer a week paid to new members who sign up so that it would show them the benifits of having a paid, would incourage them to buy one, it would also promote faster growth for those people so they feel more accomplished.

next all the guides need to be rewritten along with ship planet and race discriptions, also there should be complete income/fighting guides for each individual races.

all these things would greatly the staying rate of new players...but lastly and most important of all is advertising, we need to get adds on other websites for GC. it`s hard to keep players when there`s no one comming to keep
A Ang3l0fDeath
qwerty360 5k isnt enough. Thats just my opinion.
N nedflanders
ned flanders why dont you sugest losing 90 percent of your planets as well?

that`s not a bad idea, maybe this should be implemented.
C CaptainCharisma
ned flanders why dont you sugest losing 90 percent of your planets as well?

if we lose percentage of infra so will the fed doing it same amount
Q qwerty360OP
UberPansy: How have 3 UW`s been done in a week?

Could it be that the old empires who have the firepower to oppose a UW dont really care as it doesnt really affect them... (relative to newer players they make so much that it just doesnt matter)

AGM94:

Hmm the optimum solution would be a combination to allow for the fact that a lot of arti`s are less powerful (relatively) on RT as they are on turn based, though getting stephen to implement different code for different speeds is probably not possible...
D drgnrbrn33
i have been playing for many moons and i agree with grantweep. we need trainers in this game. newbs who start out should be part of an alliance in the start up missions with older players to help them along(for a percentage of income, say 1 % or something) and after so many hours or after a certain point in research, they are freed. this helps newbs and keeps the older playing INTERESTED.
just a thought from someone who loves the game, but hates the lack of players.
A Academy
I like the win by networth method over say the overmind. The reset completely method works well.
That s what earth 2025 did have like 20k on a server but their server architecture screwed up whatever that is and closed down. I guess they could not pay their bills or spend money on repairing the servers. What they did was make it so exploring was lousy after awhile. army is networth and cost army used for landgrabs.
also you never loose all your units or even 20 %. there you buy em without turns.
everything can be bought and sold except land
tech is a number with a % increase in efficiency and a limit. more land more tech needed
A AGM94
tbh qwerty360 ive agreed for a long time as well and actually proposed that if infra is too harsh artis should be effected as they are often the biggest advantage older empires have
U UberPansy
lol, what a joke. nedflanders suggesting making UW`s more damaging after dropping 3 bombs on Normal server in a week. Not only do I get screwed on dig times, but now I can lose my research too? Gee whiz, why didn`t I think of that?!
Q qwerty360OP
nedflanders I agree that UW`s need to affect entrenched players...

I have said this before when it has come up... a UW should remove a %age of a players infra research. This would hurt older players a lot and therefore lead to strong opposition to UW`s.

But most people seem to be against this (because it affects them negativly in a way that credit loss doesnt)
N nedflanders
well, a lot of online games typically have rounds that last months or so. When the round is over, all players lose 100% of everything they accomplished and restart. With spacefed, it`s a bit different...I feel that the overmind projects do less to affect older players (due to more infrastructure) compared to newer players, so something should be done here.

I know I`m gonna be hated for suggesting this, but maybe something like minus 2 infra levels for each successful UW for players outside of the UWing fed or something
A Academy
The missions could need some work on Aminer the first mission wants you to make $2k from pop
very wasteful mission
missions are supposed to help us not slow us down
newbies don`t have to worry about how long it takes to research juggernaut
I`ve played for two weeks and just now researching destroyer
What would really help keep new players would to somehow have a hard reset
or make so that any empire x size or larger will loose 90% of everything
research ships planets the whole nine yards. Also all overmind projects will be eliminated once overmind finishes
S Squaks
ronex it use to be even harder back in the day when there was more to research lol, but it would be nice to maybe reduce these a little bit or scale down
R ronex
An interesting solution. While this is a pittance, it will seem rather significant to new players.

One thing that always bothered me was the starting research. It does not seem to serve any purpose other than keeping new empires from playing on the TB servers. Of course I am not suggesting that research be eliminated completely, but perhaps it is time to trim the tech tree a bit. Leave the infra techs alone of course, and do not touch the overmind project or capsule lab, but is there really a need to make new players wait 4 days to research the juggernaut on the slow server?
U UberPansy
I think this is a nice idea, my concern is that it`s not sustainable. If this is a positive change then stephen should code it in permanently. 5k mins is probably not too imbalancing, plus it`s a nice incentive to new empires.
S Squaks
yea lol having them give you industry for the a miner missions is a terrible idea for starting out when you make a fraction of what you can by doing tax/mining. On the tb servers that extra industry lvls are more hurtful if you do missions right away because of the lack of turns and you get 5 lvls of junk
Page 6 of 7

Reply

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