[IDEA] Building XP
Moderators: Moleman, Kwijibo, Luna
[IDEA] Building XP
I propose that constructing a colony should generate XP for the owner of the colony.
This would be a nice addition for perms, but the real advantage would be to promote building on rebangs. Builders are the lifeblood of the game buthave the most tedious job. This will reward them for building.
If I can get 500 XP for building the smaller buildings (ex: Refinery) and 1000 for the harder to build ones (ex: Solar Cannon, Refinery III) then I'm more likely to build a better colony.
You get xp for the colonists, but a LOT of work goes into building and it should be rewarded.
One possible variation would be to distribute the XP among the corp memberws with a 10% bonus to the planet's owner.
This would be a nice addition for perms, but the real advantage would be to promote building on rebangs. Builders are the lifeblood of the game buthave the most tedious job. This will reward them for building.
If I can get 500 XP for building the smaller buildings (ex: Refinery) and 1000 for the harder to build ones (ex: Solar Cannon, Refinery III) then I'm more likely to build a better colony.
You get xp for the colonists, but a LOT of work goes into building and it should be rewarded.
One possible variation would be to distribute the XP among the corp memberws with a 10% bonus to the planet's owner.
500 is excessive, I would think that this would be better.
refinery lvl 1: 25 xp.
refinary lvl 2: 40 xp
refinary lvl 3: 50 xp
radio reciever: 20 xp
broadcast reciever: 40 xp
biodome lvl. 2: 40 xp
biodome lvl 3: 100 xp
weapons factory: 100 xp
solar cannon: 100 xp
special building: 100 xp
Any other buildings I am forgetting?
refinery lvl 1: 25 xp.
refinary lvl 2: 40 xp
refinary lvl 3: 50 xp
radio reciever: 20 xp
broadcast reciever: 40 xp
biodome lvl. 2: 40 xp
biodome lvl 3: 100 xp
weapons factory: 100 xp
solar cannon: 100 xp
special building: 100 xp
Any other buildings I am forgetting?
- SpaceToast
- Posts: 490
- Joined: Fri May 16, 2008 1:28 am
- Location: permaverse 4 and dark matter jungle
Some buildings can take hours of hauling resources along with either constructing or raising money for rushing- hence the greater XP.
It takes a minute to find a new port at the beginning of a game, and considerably longer to build any of the buildings.
If my values are considered excessing, than spacetoast's idea of 500 and 350 would be appreciated. I really don't think mine are that far out of proportion though.
This could drastically improve the rebangs.
It takes a minute to find a new port at the beginning of a game, and considerably longer to build any of the buildings.
If my values are considered excessing, than spacetoast's idea of 500 and 350 would be appreciated. I really don't think mine are that far out of proportion though.
This could drastically improve the rebangs.
i kinda think this is a good idea with tweaking.
the problem would be spamming the first few buildings from xp whores on permas just to let em die....or established players on an extended rebang. or kuka on any server.
they would utterly destroy the trader/invader after their spamming. ....and winning rebangs would become only building and not a fair balance,
for this to work the values need to be lowered to almost nothing. and less rep from drooping off followers. then i would agree this would be cool to make at least rebangs more balanced.
the problem would be spamming the first few buildings from xp whores on permas just to let em die....or established players on an extended rebang. or kuka on any server.
they would utterly destroy the trader/invader after their spamming. ....and winning rebangs would become only building and not a fair balance,
for this to work the values need to be lowered to almost nothing. and less rep from drooping off followers. then i would agree this would be cool to make at least rebangs more balanced.
i like ard's final point tally, 1575 points for a fully built colony. That way those that build, like myself, wont be taken advantage of all the time. And it gives the builder a reasonable reward for building. Especially since there is still that ridiculous 5% tax on un cols. Still wont build itself to 5k on it's own with special care before UN ends.
Anyway, i really like the idea. on a rebang i have close to 100 cols and that is only 157,500 points. not really a huge amount but still encourages building
God bless
Anyway, i really like the idea. on a rebang i have close to 100 cols and that is only 157,500 points. not really a huge amount but still encourages building
God bless
Well, 1575 exp per fully built colony won´t do much of a change to the way rebangs work, since you don´t build more than 6 or 7 big colonies on most normal rebangs.
Somewhere around 2.8k exp for a fully built colony would be reasonable if you ask me.
I think it might be a rather fair, yet very subtle reward for those putting their time into building.
However, keep in mind that not always the one doing the building is the one owning the colony
Somewhere around 2.8k exp for a fully built colony would be reasonable if you ask me.
I think it might be a rather fair, yet very subtle reward for those putting their time into building.
However, keep in mind that not always the one doing the building is the one owning the colony
- OceanJeff35
- Posts: 109
- Joined: Tue Jun 17, 2008 6:12 pm
- Location: Ocean Shores, WA
- KottonMouthKing
- Posts: 92
- Joined: Sun Dec 14, 2008 3:14 pm
- Location: p6 and hurclan cluster and IGH
now that i could go for. the major reason i don't corp on rebangs is cause noone willing to corp with me can keep up with me. so i get nothing out of corping with peeps. a bonus to the owner makes lots of senseOne possible variation would be to distribute the XP among the corp memberws with a 10% bonus to the planet's owner.
- tekkamanblade
- Posts: 661
- Joined: Fri Sep 12, 2008 5:51 am
- Location: preaching on a street corner near you
that's what balance means man, i don't like it either, but its something you have to live with. (or convince toonces that permas aren't meant to have the same gameplay as rebangs and thus don't need planets to be balanced to taxis)SpaceToast wrote:i dont want to get just 1.2k exp for a fully built colony u can get that much taxing in 5 mins or killing a few merc npc
when this idea is implemented, i will rush/sell the solar on the planets closest to the bank over and over while my dozens of corpmates collect taxes for me. i will be number 1 in like three cleaning runs without spending a drop of fuel all while staying a mere hop away from the safety of un space.. UNLESS...
you put an exp PENALTY on selling buildings. this would prevent both easily exploitable exp whoring in permas and exp "selling" in bangs. the only problem with this "fix" is the dent to the economy on the already crippled rebangs. sadly, its either that or have rushing not give exp bonuses.
any bangers out there want to comment on how much damage xp penalties on burning colonies would do to their strategy? i guess the upside (other than keeping the rush for exp dynamic intact) is the extra clue in the "traitor hunt". the noob who sold all your solars will be the one mysteriously missing tons of exp without having any deaths on news.
i agree with ArdRhys4 that a 4 hour sell limit would prevent a rush/sell/rush attack in a rebang. the cost alone would most likely make it "a bad way to win."
however, tekka's right about permas. 4 hours isn't very long compared to the three years we've already spent building our empires is it? i own several hundred planets right on the un border i will be exploiting up a storm out of unless you put in limiting factors on rushing buildings for exp along the lines of what he said.
however, tekka's right about permas. 4 hours isn't very long compared to the three years we've already spent building our empires is it? i own several hundred planets right on the un border i will be exploiting up a storm out of unless you put in limiting factors on rushing buildings for exp along the lines of what he said.