Admiral Club ideas

Ideas for improving Starport:GE

Moderators: Moleman, Kwijibo, Luna

Post Reply
duece
Posts: 2117
Joined: Fri Jul 14, 2006 11:39 am

Admiral Club ideas

Post by duece » Thu Oct 03, 2013 5:02 am

- Change the biodome placement of an existing colony for 1000 tokens (or something between 500-1500)
- Remove a disaster for 2500 tokens (or 2000-3000)
- Wipe all the research discoveries off of a planet for 3000 tokens (or up to 5000)
- Rush a building without using credits or resources for 500 tokens (or up to 1000)

- Change corp name on blitz for 1000 tokens

Why? There are no colony items in the admiral club, but on older servers these would be the only things people would even cared about. I know toonces will resist the 2nd and 3rd ones, but I don't think they're overpowered and he could always check them by raising the price. People aren't going to spend 5000 tokens to fix a colony with 2 disasters in mass amounts, it'll be reserved for special colonies. Same thing with the research one, wiping a planet clean doesn't guarantee you'll get the research you want, and how many times would you pay for the chance?

The 4th might be overpowered on rebangs, so maybe make it perma only or just increase the price.

- The 5th is a stupid idea that makes no sense, but letting people change the team name for 1 game of blitz wouldn't hurt anything and you know people would just do it a lot for fun.

duece
Posts: 2117
Joined: Fri Jul 14, 2006 11:39 am

Re: Admiral Club ideas

Post by duece » Thu Oct 03, 2013 5:08 am

Just thought of another one

- The ability to buy ISC or Seth without having high enough rep for 1000 tokens.

User avatar
-Muffin-
Posts: 371
Joined: Thu Feb 05, 2009 11:53 pm
Location: Epsilon Arae I

Re: Admiral Club ideas

Post by -Muffin- » Thu Oct 03, 2013 11:13 pm

The blitz one, I was like "Dafuq", but you've got a point. People don't know what to do with their tokens there, so I'm sure they'd spend them on that lol

avitohol
Posts: 1037
Joined: Thu Oct 05, 2006 2:23 pm
Location: Samarkland

Re: Admiral Club ideas

Post by avitohol » Sat Oct 12, 2013 1:45 am

I hate duece for his well thought out and balanced ideas. Good luck with this.

HUSKER
Posts: 99
Joined: Wed May 25, 2011 11:52 pm

Re: Admiral Club ideas

Post by HUSKER » Sat Oct 12, 2013 3:41 pm

-Muffin- wrote:The blitz one, I was like "Dafuq", but you've got a point. People don't know what to do with their tokens there, so I'm sure they'd spend them on that lol
spend them on nukes?? I'll take ten nukes over a changed corp name for a game.

User avatar
-Muffin-
Posts: 371
Joined: Thu Feb 05, 2009 11:53 pm
Location: Epsilon Arae I

Re: Admiral Club ideas

Post by -Muffin- » Tue Oct 15, 2013 8:31 pm

UNNACCETPABLE!

User avatar
Luna
Posts: 1873
Joined: Wed May 10, 2006 6:09 am
Location: The Galaxy of Life

Re: Admiral Club ideas

Post by Luna » Wed Oct 16, 2013 8:23 pm

I wanted the ability to pay for pollution from existing cash when and if you token clean a colony that has no cash on it. Toonces made it where you can clean from your bank cash, but you have to physically visit the planet. My idea made it where you didn't have to go to the handful of planets that have no cash to clean them. I was trying to make token cleaning more efficient, since the whole point was not having to visit that planet.

I like the ideas Deuce has. Anything that gives us more ways to use tokens is a winning situation for everyone.

Post Reply