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Ragnarok
2011-08-09
  Perm BR increase poll results  

To see original thread, visit this link

http://gc.gamestotal.com/hef.cfm?&6432&f=hef_detail&hi=10763&ch=1

Dunno why Raistilin closed the thread since there seemed to be a really good discussion going on and it appeared quite civil. However, here are the poll questions with results:


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

For 1, we had a total of 18.


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

For 2, we had 6

3) Some other option
Be detailed

2, Plus 3 unknown/undecided.


Of course, if I miscounted, by all means feel free to modify or protest. I provide the original link.


Now for my 2 cents (more like 50 hehe).

Reading all the responses, I find that doing a 2x increase is probably best. However, if we do a trial, then it MUST be for an extended period of time in order to gauge its true effectiveness, not simply 2-3 weeks. Otherwise, you get what Omegian referred to: people using the opportunity to use their BTC to build up, then VM build for months until the effects wear out (thus getting extra bang out of their BTC for UW purposes).

The reason why I feel this would truly benefit the game is because the game is about stacking. However, base PR and turn/br limitations are a significant barrier to stacking. Therefore, in order to promote stacking, you have to make stacking more than a one-shot deal for these "planet hoarders". It also decreases the relevance of base PR (which ends around 10m pr unless you have an INSANE empire) and focuses on the true focus which is BATTLE.

One last note. If you`re smart, increasing BR makes ship building if you aim for the same PR. Extreme example: 500 turns building 1 herc is FAR more expensive then 1 turn building 500 herc due to UPKEEP.

I will break this down in the next post
Omegian
99+ day(s) ago
Guardians are not getting an increase Kelt as we have explained
keltikelti
99+ day(s) ago
if guardian`s are getting an increase i vote 2)
keltikelti
99+ day(s) ago
i thought it was understood that guardian`s were not included in this increase
EvilAbadayos
99+ day(s) ago
that seems to be the common decision that people are wanting. Either way we do go, assuming we do impliment it, it will be on a 2 week or so trial to see how it effects game balance.
Apollo
99+ day(s) ago
2x for guards 3x or the rest rahhhhhhhhhhhh!
EvilAbadayos
99+ day(s) ago
Starbases and scouts are still going to be exempt from the proposed changes Kelti. Mainly to stop people basing up in DP and the proposed change is for offensive ships, not defensive structures (SB`s) and scouts.
keltikelti
99+ day(s) ago
the only starbase that i think needs a boost from this discussion is the Chimaera
Reasoning : M.Lakko has nearly the same build rate now as before it`s change (should be 1 Br if chimaera not changed)
EvilAbadayos
99+ day(s) ago
I am bumping this looking for final input for this proposed change.

If you have any closing thoughts on it now is the time to post em.
Apollo
99+ day(s) ago
this will probably end up being put on the back burner right next to the guardian discussion we had a few months ago. great talk everyone, lets get back to the monotony.
Ragnarok
99+ day(s) ago
Well I`m glad I played a part in getting the discussion going, this is all exciting that everyone gets their two cents in and unpaid staff is starting to work on this. It`s keeping the game somewhat dynamic and forcing the strategists to re-strategize their strategic strategy that keeps people playing. :P
Omegian
99+ day(s) ago
That is the goal of something like that, just not those pr caps heh. Like I said "alpha" so undefined at this time.
keltikelti
99+ day(s) ago
each type of ship should have it`s own power rating build cap
IE example
juggernaught 50k
dreadnought 45k
battleship 40k
cruiser 35k
destroyer 30k
firgate 25k
corvette 20k
fighter 20k
special 20k

none of these are anything like i expect them to be but it is just examples for deciding how much ships should increase in build rates instead of deciding 2x or 3x increase across all races
Omegian
99+ day(s) ago
Oh yep, definately misread there Kelt, my apologies.

The gameplan atm which is at the very "Alpha" stage is something where most juggernaught classes reach the near same pr give or take 5k-10k pr, while still overcompensating to make guardian chasing more easily attainable, IE terrans being able to build as fast as guards heh. But as to something where guards can still outbuild other races by between 5-15% at most. *Again at Alpha Stage: Because we have not officially made any move on this, just discussion of this*
keltikelti
99+ day(s) ago
Omegian you don`t understand what i said

make a "cap" for limiting which ships would be given the increased build rates
so if 75k example was the cap
herc couldn`t increase in build rate
lyth couldn`t increase in build rate
most guard ships wouldn`t get an increase
pyth would only go to 3 BR
nirv would only go to 4 BR

so depending if the increase was 2x or 3x it would be limited by a maximum power rating of building ships with 1 turn
Omegian
99+ day(s) ago
Kelt, that requires stephen programming or we would have done something like that.

Let me give you a list of stuff we can do without Stephen
Events - Create NPCs/Create Fleets
Ships - Modify/Delete for extra ship slot on the database. Does not mean we can add infinitely many new ships

Anything that is like if you are at X% you get this or this gets done to you. Or over this PR and you can no longer recieve this attack bonus or extra build rate.
UberPansy
99+ day(s) ago
keltikelti, give me my extra herc LOL
keltikelti
99+ day(s) ago
there should be a max power rating for the amount that ships can be increased
a set power at which no ship can pass when it is increased in build rate
IE. 75k power or something limiting the amount that ships can be increased like lyth would stay 2 .. herc would stay 1.. stuff like that
also that would limit the amount that guardian ships build rates could be increased
MirrorUniverse
99+ day(s) ago
"And if it isn`t the major dinero threat, it`s the fact that many players nowadays actually max out on cash, and need to buy resources just to not waste turns.

Thus they stock up on more minerals than they could ever hope to spend, along with ore and what not. You don`t exactly have this problem on other servers, where minerals are in abundance most of the time unless you got a severe shortage of players like on slow."

I realize why people buy out the market, but many of the empires with max or near max cash on RT don`t fight in higher PRs, or don`t fight at all. So doubling buildrates isn`t going to do much as far as cash reduction for all those empires. In fact, if we are trying to reduce cash via buildrates, why not reduce the buildrates, so that the upkeeps make it more expensive :P
And more turns for ship building leaves less time for research, which also correlates to poorer empires.
Whatchamacallit
99+ day(s) ago
*shrugs* I still waste turns over the max credit cap whenever I`m there, since I know I`m still mining minerals out of my cols :P
Ragnarok
99+ day(s) ago
"So I don`t think that solves anything. And if there were more than enough minerals, then all servers would have more than enough mins in the market and the hoarders would be at max."

Not really. RT is a special server in the fact that the amount of resources that exist depends entirely on how long certain players decide to stay online. Also, RT is I think the only server where the fear of being major-dinero-ed is an actual legitimate fear for many players on the rich list. And if it isn`t the major dinero threat, it`s the fact that many players nowadays actually max out on cash, and need to buy resources just to not waste turns.

Thus they stock up on more minerals than they could ever hope to spend, along with ore and what not. You don`t exactly have this problem on other servers, where minerals are in abundance most of the time unless you got a severe shortage of players like on slow.

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