Engineering Finished Idea Report Poll

Ideas for improving Starport:GE

Moderators: Moleman, Kwijibo, Luna

Should this report be send to Toonces? Do you agree with the summary of the idea?

Of course!!
18
75%
No
6
25%
 
Total votes : 24

Engineering Finished Idea Report Poll

Postby MadAce » Wed May 10, 2006 2:15 pm

This is an idea for which we have to vote yes or no.

The discussion can be found here:
http://www.starportgame.com/phpBB2/view ... sc&start=0



This would be the report send to Toonces, when the vote passes with a 2/3 yes.


FACTS:

1. There is a general consensus that current Pollution rates are difficult to manage. (As an aside, I would suggest that this is even truer with newer players who have not had the experience or read the starpedia to fully understand the dynamics of pollution and its management.)

2. From the advent of the pollution patches, the value of achieving Unity has been reduced.

POSSIBLE SOLUTIONS DERIVED FROM THE DISCUSSION IN THE THREAD:

1. Once a colony hits Unity, pollution is reduced to 10% of what it currently is. In other words, a colony producing 3.54 per day at Unity now would produce .354 per day.

2. Once a colony hits “high” unity (1475-1500), pollution is set at 0 per day so long as the colony remains at those levels. This provides an incentive to get “high” Unity.

3. Pollution rates be based upon the type of morale. In other words Unity = 1 Jubilant = 2, etc.

4. The costs for cleaning pollution be reduced significantly.

5. Limit Unity to 800 only rather than let it continue to grow to 1500. In this case, Unity = 0 pollution or money production is dramatically increased.

6. Unity corrects the effects of previous crashes in time.

7. As another suggestion, Automate Pollution management to improve gameplay rather than create a pollution management game. In other words, as cash grows on a colony to 1 mil +, pollution is managed. This should be done daily. This would have the effect of managing pollution, limiting cash, and providing an incentive for people to get enough cash/tax rate to manage colonies remotely.



Please do not react, just vote.
Last edited by MadAce on Sat May 13, 2006 8:21 pm, edited 1 time in total.
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Postby (MSR)Peace » Wed May 10, 2006 10:44 pm

No way man.

I'm fully for the idea of modifying pollution because it so badly needs it, but I wouldn't support a single one of the suggested alternatives.

I think the sollutions should be discussed before we really run a poll on this.

I'm pretty sorry I missed the actual discussion of the topic in the other thread, but I didn't forsee a poll so I kinda just said my peice and left it.

Anyway, here's my two cents on why pollution needs to be changed, and some possible sollutions:

Pollution needs to be changed because it really has no purpose in it's current state. It's unreasonably hard on players who want to start out and have little experiance with the game, and it detracts from the fun factor for those who have established empires by adding unnecissary tediusness to the game.

However, I am against giving unity or high morale any more bonuses, especially with pollution. I would rather encourage having lower morale on some colonies by reducing the penalties assosiated with low morale, and then making an alternative to having to unitize all of you're colonies. Not all players want the constant rep bonus as a side effect of having lots of colonies with high morale.

Option 1) Make pollution reducable (negative pollution gain) at low population, making it easier to start new colonies, yet still an issue for developed colonies. This also makes an alternative for spending cash on removing pollution if you can't afford it.

Option 2) Add a new slider bar, construction option, or an additional feature on an existing slider bar (I'd say the research bar) to reduce pollution. I would GLADLY sacrafice a little XP gain and set research to to say.. 10% to even out pollution.

Option 3) Have a resource, similar to medicine, available to either halt or reduce pollution. Have it consumed or not consumed by this process. I don't care. The option could fit in the refinery upg. 2.

Option 4) My least favorite suggestion - make it self managing. Drain money out of the colony holds to take care of pollution.

Pollution doesn't need to be cheaper to kill off either. It ballances the relatively large amount of cash we get...

If we can manage pollution better, I'd say we could use something new to spend our money on, such as research requires funding (or it helps speed it up) or :twisted: more toys.

Additional suggestions:

- Destroy colonies at 3 disasters instead of 5. This makes so much sense to me that I don't even feel I need to justify the reasons.

- As an alternative to the above, make disasters recoverable for a large amount of money.

I really think there are more options out there as well. I'd like to see some ideas myself, as I'm sure the poll is going to pass. We just need a reasonable sollution.

Edit: I edited the first poll option to better reflect public opinion.
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Limiting Unity to a value of 800 has very bad side effects

Postby lagkill » Wed May 10, 2006 11:21 pm

Limiting Unity to a value of 800 has very bad side effects.

Unity is desirable for effective military.


Frankly I think all of the ideas in this poll are garbage and think the speed at which Madace makes this poll reminds me of Cheney invading Iraq.

This is another case of incompetent whiner losers making suggestions without fully thinking of the consequences.


Any of these suggestions result in a situation where a planet owner only has to log into a server once a month, and never has to visit planets.
And then we are all back to square one.

The current situation is that a planet must be visited every 15 to 25 days.
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Postby MadAce » Wed May 10, 2006 11:50 pm

*whip sound*

DIDNT I TELL YOU GUYS TO DISCUSS IT IN THE OTHER POST?!!

Back to your cages!
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Postby Gen » Thu May 11, 2006 4:48 pm

Lagkill has a very valuable point about the 800 unity affecting military. It was one of the ideas I liked least.

Peace accurately points out that pollution is unreasonably hard on new players and ultimately detracts from fun as players advance in the game.

It is apparent that this is an issue which requires further review. I would think lagkill, Peace, and Drifter101 should have some more input into this as well since both have in depth working knowledge than most.
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