Moderators: Moleman, Kwijibo, Luna
808gage wrote:What if it were incremental? A 1shot was 20 per shot, a 2shot was 25 per shot. (Check for balance) This would work up to a 10shot costing 65 per shot. That's a load of ore required still, but would give earths and deserts a run for their money.
Toonces wrote:I figured it should take full 100% military to get to 120 shot, rather than 89%
Toonces wrote:I figured it should take full 100% military to get to 120 shot, rather than 89%
Deadwood wrote:I dont play anymore but i used to love this game before the solar nerf when 10/120 was a regular sight across the galaxy.
It did a number of things
1. Each colony layout required different tactics to beat.
2. It encouraged group participation to take down a solar which is what companys are all about in this game
3. Taking a colony meant something
Now its just to easy and its a thankless task being a builder. If you no one wants to build then there will be no invading.
so now building is pointless and capping is just to easy.
my humble thoughts.
avitohol wrote:I find it funny that everyone that comments on solars seems to moan about how they get nerfed to be easier. Tell you a little vet secret.....
....they were better when they were easier. Made the game more dynamic. Now its static and bloated. You need to lose 100 colonies in a night. Not sit there and watch someone take a week or 4 days to do it.
I'd also like to point out why your not getting so many players. They get bored of trying to take down the bloated empires. You give them something to fight over and the idea they can succeed, you'll keep them.
The counter-argument to this is that newbs will be hit since they'll lose their empires. Well take a look at the state of the community. Back when i started up, we got proper beat on, but we also got helped out. Now the games mainly filled with trash who try to fill their egos by competing in a pathetic manner against pathetic people.
I no longer see why people get any pleasure from gaming in such an atmosphere, unless its to keep up with old friends. But theres facebook for that.
Drifter101 wrote:10 shot solars are boring as you cant really dodge between them, you just have to walk right through the wall of fire coming at you. It just becomes about credits, or having enough players pile into the colony. Maximum solar should be triple-shot, this would be tricky enough to dodge but do-able. Also increase the damage.
other ideas (some of these will help compensate for less solar shots);
-Multiple solar cannons; triple shot each, but more than 1 cannon cant target the same player, so if mulitple players landed then each one would have a triple shot cannon to dodge. This would stop multi player invasions being too easy.
-Get rid of limit to solar cannon range. This would greatly help defence on draggy planets, and would also eliminate the cheaty /warp exploit people use to escape planets when low on shields. (Okay I do it too, but it is lame)
-Most galaxies should not have ports in every system, more like 1 in every 3 systems as standard, as ports everywhre makes invasion too easy, (and running from fights)
-Make primary weapons better so you can invade with them. If this is done sufficiently then the final step would be make missile invading do less damage so that primary weapons become the main way of invading. That would be my dream, a more skill based game, more fun!
Drifter101 wrote:10 shot solars are boring as you cant really dodge between them, you just have to walk right through the wall of fire coming at you. It just becomes about credits, or having enough players pile into the colony. Maximum solar should be triple-shot, this would be tricky enough to dodge but do-able. Also increase the damage.
other ideas (some of these will help compensate for less solar shots);
-Multiple solar cannons; triple shot each, but more than 1 cannon cant target the same player, so if mulitple players landed then each one would have a triple shot cannon to dodge. This would stop multi player invasions being too easy.
-Get rid of limit to solar cannon range. This would greatly help defence on draggy planets, and would also eliminate the cheaty /warp exploit people use to escape planets when low on shields. (Okay I do it too, but it is lame)
-Most galaxies should not have ports in every system, more like 1 in every 3 systems as standard, as ports everywhre makes invasion too easy, (and running from fights)
-Make primary weapons better so you can invade with them. If this is done sufficiently then the final step would be make missile invading do less damage so that primary weapons become the main way of invading. That would be my dream, a more skill based game, more fun!
duece wrote:If the problem is that it's now less rewarding to build, why not make it easier to build? Like, just cut down on the resource/colonist hauling it takes to get a colony started. Maybe cut the resources it takes to complete a building.. but that's not a big deal on mod servers because of bulkheads. Maybe boost reproduction rates during UN protection? The important thing is to cut down the time it takes to build an empire from scratch, and that will let more corps make a base for themselves to fight a wars off of.
It seems to me that the red tape between corps fighting war should be minimized. So cheaper shield prices is a good thing, weaker solar cannons help, but on the other side of the equation there also has to be more colonies to invade. So that's as big of a problem in starport as anything else. It should take less time to build colonies.
Starport was at it's peak in activity around when p4 banged, which was one month before the resource consumption patch. On the first day of that server there were 70 people on, because new permas were such a big attraction. That tapered off, but there was consistently 30+ people on in the afternoon for the first month. Back then colonies had 5k colonists and 1 shot solars, any col could make 2.4m credits a day (rockies made 2.8m), any col could make 37.5 nukes on prison military and volcanics could make 75 nukes a day. People built up empires rapidly, and invaded each other on a hair trigger. There was huge incentive to fight war, because you could feasibly wipe a corp out and end up with all of their colonies. I'm not saying to go back to the old rules, but starport should have a fast pace like it used to. Just cut the time down between a person deciding to do something and then actually doing it, and I think it will make things a lot more fun.
Frontier Wars consistently had over 100 players active when it was the newest perma. Sometimes it had over 150.Starport was at it's peak in activity around when p4 banged, which was one month before the resource consumption patch. On the first day of that server there were 70 people on, because new permas were such a big attraction. That tapered off, but there was consistently 30+ people on in the afternoon for the first month.
Mua'Dib wrote:Frontier Wars consistently had over 100 players active when it was the newest perma. Sometimes it had over 150.Starport was at it's peak in activity around when p4 banged, which was one month before the resource consumption patch. On the first day of that server there were 70 people on, because new permas were such a big attraction. That tapered off, but there was consistently 30+ people on in the afternoon for the first month.
The months I spent on FW were ridiculously enjoyable. It's been 6 years now, but I still have many fond memories from that time period.
But it was a totally different game back then. As the game was progressively made worse, most of the enjoyable people to play with/against were gradually driven away.
WeGotDeathStar wrote:Mua'Dib wrote:Frontier Wars consistently had over 100 players active when it was the newest perma. Sometimes it had over 150.Starport was at it's peak in activity around when p4 banged, which was one month before the resource consumption patch. On the first day of that server there were 70 people on, because new permas were such a big attraction. That tapered off, but there was consistently 30+ people on in the afternoon for the first month.
The months I spent on FW were ridiculously enjoyable. It's been 6 years now, but I still have many fond memories from that time period.
But it was a totally different game back then. As the game was progressively made worse, most of the enjoyable people to play with/against were gradually driven away.
This
Also Classics had over 100 people logged in for about a month before it started to slow down.
New servers are lucky to have 15 people logged in from the start.......I really do miss the old days