Faint wrote:Toonces im offering to pay monthly for you to be able to hire some new help for your game..Content developers and gui devs. I have $ i work 40+ hours a week for it and i spend probly like 10 hours a week on sge if not more...id like to give you some help aside from the tokens..steady income so u can put more $ into the game. If you do not put $ into the game then the deal is off...whos with me.. were talking like $10 a month btw..and i dont suggest it be called donations u need to offer us something in-game..possibly more starting cash on rebangs..or fuel...etc.
20 ppl paying $10= $200 + token sales a month.
do you want this?
Toonces wrote:
A graphic update is of course necessary and is one of the highest priority items on my to do list. Like people have said I am busy and it takes time. The image breakdown is referring to is an improved HUD graphic that some german dude submitted like 3 years ago then disappeared. It was a good submission and I have my artist working on replicating it but it takes both code on my part and art on her part, so it won't be in til the end of September probably.
The design on that is really sharp. Good work German dude from 3 years ago.

I had an idea for subscription about 3-4 years ago. That was passed around 10-15 dollars a month. Which included 1% less pollution and an extra 5-10 wisdom.
Pretty good idea. Provides finance and cheap bastards like me can corp up with one of these guys and have him drop the domes.
Luna wrote:The $10 fee "donation" is roughly two lattes at Starbucks. I would gladly pay to improve the game, but it would also need a perk for the players. Fuel would be the obvious choice.
Mnn. . . and this is why I don't shop at Starbucks. . .
duece wrote:JuliusCaesar wrote:avitohol wrote:All i can say is - Learning Curve.
A comprehensive tutorial would solve that issue. Not some bs "teachers", not player-made learning videos, a legit, must-watch-before-character-creation tutorial was needed.
It would help but it wouldn't solve it. You can't take for granted that people will just want to spend a lot of time reading guides to learn how to play a game. The challenge is actually enticing them to play, and a game with a smaller learning curve is more likely to lure them into spending a day on it.
Problem with SGE is that it's exciting for a while, but if you let people get too powerful, they get bored, the game gets stratified, and the new player influx dries up.
If you put measures in the game to prevent the same, the established community get enraged and tied down in tedium, which is equally deal-breaking.
What's missing here is a balanced, sustainable late-game and the problem seems to be a battle between an unstoppable force and unmovable object. All players (I repeat,
all players) want to be constantly
expanding their power, and yet Toonces only has enough income to provide a set "area" to expand. Some players have understood this trend. In Mor Giliath, we understood that if we dominated the server politically and logistically, the server would die, so we held back, let most of our territories die, and did our best to allow political autonomy for large sections of the server.
However, without conscious restraint of established powers, the game runs out of space for the expansion of power, which is the driving force for people to play. What's needed is a new framework which allows for the unlimited expansion of power, or at least an illusion of it. Duece had an idea for late-game economy, where established corps could buy certain items for
massive amounts of credits. I think this idea is sound.
Another good idea would be to
incentivize attacking dominant corporations by substantially increasing cash rewards for attacks upon larger corps. Another healthy entropy that could be established would perhaps be the introduction of a full-on "looting" function which would kill the dome entirely for a much greater cash reward.
-You could limit the size of empires mechanically (Toonces tried to do this when he implemented pollution and 25k), by adding extra workload or needs of micromanagement, but this seems to drag the game down with tedium.
-I've beaten the idea of "homeworlds" to death as a means of limiting empire size by making it more and more difficult to control morale and to defend colonies as you expanded to the fringes, but this was met with resistance from people who wanted to own entire servers, who, in my opinion, are the very same kind of power-monger morons who ruined the game to begin with.
The trick is we only have a finite number of planets, but people want larger and larger empires. What happens when there's nowhere left to expand? What gameplay is left for the dominant type-A marauder then? There is no compelling incentive to continue playing, and therein lies the problem.