New feature; blow up your own constructions
I would like to suggest the feature of being able to blow up your own buildings. It would make a nice edition to help scanners reach 150 amps and blow up their unwanted constructions as research labs etc when maxed out on other constructions.
|
Re: New feature; blow up your own constructions
No, because building constructions is (and should be) a strategic choice which will affect your entire round.
If you want 150 amps, you have to accept the factory/res lab/finance centre trade-off. That's just the way it is. Why make the game easier? It's a challenge to get to 150 amps for a reason - because you're sacrificing a lot to reach that pinnacle. (by the way, this isn't the first thread on this subject) |
Re: New feature; blow up your own constructions
Quote:
I think the current system is fine, and doesn't need change; if you want your cons removed, get someone to havoc you, and run the risk someone else kills more than you wanted. |
Re: New feature; blow up your own constructions
Quote:
The problem with that mz, is that according to "Fiery" the "Head of the Multihunters" that would be classed as "farming". Although she told me that when I'd done it, it was farming... yet refused to take punitive measures against me. So either she was talking out of her arse, or doesn't punish cheaters any more. |
Re: New feature; blow up your own constructions
Quote:
i don't agree it would make the game easier either, given the right cost for destroying your constructions (i.e. it takes 1 tick + 20% of the building cost to remove a construction). It would actually add some more options to switch gameplay or focus during the (short) round and perhaps make the game a bit more exciting in terms of planet management. Quote:
|
Re: New feature; blow up your own constructions
Quote:
|
Re: New feature; blow up your own constructions
SKing makes it incredibly hard to get and keep your 150 amps or dists, so I'd say there's enough challenge even with the ability to remove your own structures. I have to say I'm liking this idea more and more.
|
Re: New feature; blow up your own constructions
Its a tactical choice how you build up your constructions. Therefore forethought should be put into how you build them up. Im opposed to allowing people to cherrypick their structures at a whim.
If destroying them yourself does become an option ( and certain 'lobbyist' groups sure seem persistant in getting their way despite it being a bad choice ) -it should leave the construction slot entirely unavailable for re-use by any other class of construction ie a light factory can only become a medium or heavy factory. an amp can only become an amp ( and/or a dist ) etc It should also take minimum of 2x construction time to remove + replace, and come with a decommisioning cost that is non-trivial. |
Re: New feature; blow up your own constructions
Not in agreement here. It's all about freedom of choice, and not being told how to play the game.
But can your tell me where to find these anarchic lobbyist groups? I want to hang out with them and attend meetings and such. Ooooh, I could get a new t-shirt! :D (<3) |
Re: New feature; blow up your own constructions
'oh no, i should be allowed to have my fleet instantaneously appear at a targets planet when im attacking them and let it stay there for 50 ticks. Its freedom of choice - i dont like being told i have to wait a few hours before my fleet can arrive'
Freedom of choice is not a reasonable excuse for altering game dynamics. Games have rules, and procedures in order to play them and planetarion is no different. |
Re: New feature; blow up your own constructions
Since it's already possible to do this (with a slight risk of others cov-opping you as well) using cov-ops by friendly planets I don't see why it shouldn't be implemented. If it is actually not allowed by the rules (and it isn't disallowed in any specific section of the EULA) then it is an entirely unenforcable rule anyway since it's virtually impossible to track every single cov-op and even when you find something suspicious then it's almost impossible to prove it's a friendly planet doing the cov-op anyway.
If something is possible but against a completely unenforcable rule and the playerbase agrees it gives no major advantage then I don't really see any point in not just allowing it. |
Re: New feature; blow up your own constructions
Quote:
its not something that you need to manually check for each one, theres often a telltale pattern. its just like one of the oldest tricks to determine account sharing. They change the password to something - someone else logs in, and they change the password again after the person is done - often back to the same one. As for unenforcible - tell that to the multihunters. They can enforce any rule as they see fit. For such an event, imo they should restore the structure, remove the xp from the covert opper and punish both by removing 5% of value and xp. |
Re: New feature; blow up your own constructions
Quote:
So comparing something that is possible to two things that aren't makes your argument invalid. It's hardly going to be a huge revolutionary change, but it will be improving the gameplay for everyone that wants to take advantage of it. The only people it wont be benefitting are the inactive people who never make it to 150 structures anyway. So my question is... Who cares? I really don't understand why you're so against this idea Phil, I really don't. Unless you accidentally knocked over one of your lego buildings as a child and this kind of talk brings back painful memories - your opposition to this suggestion is completely without merit. |
Re: New feature; blow up your own constructions
Quote:
|
Re: New feature; blow up your own constructions
Given the actual current situation whereby you can (and yes phil apparently a rule against this is not enforceable) get someone to cov-op off dists/amps or other structures in general I'm really not to argue too much with this suggestion.
|
Re: New feature; blow up your own constructions
Quote:
|
Re: New feature; blow up your own constructions
Quote:
Being able to destroy our own buildings would be a good thing, just have to find the correct cost (in time and resource). |
Re: New feature; blow up your own constructions
Quote:
Quote:
|
Re: New feature; blow up your own constructions
Quote:
this round saw the introduction of that 'quest system' where you could build a research lab and a security centre for some resource, research, and asteroid bonuses. the people that i know that were going hardcore scan or dist planets didn't build those two cons with the end product in mind. just as when picking a research schedule to follow, you should try to plan out your constructions as to get the most benefit from them. |
Re: New feature; blow up your own constructions
I'm going to agree with those who say this would not be preferable. On the one hand, on a personal level I understand the wish to remove useless buildings; I have 9 res centers that I used to boost me to be one of the faster on eta-teching and bs-teching early on, but which now sit idly being of litle use. I'd gladly remove them in favor of more factories, amps or dists, but I'm not willing to risk taking out an FC instead.
However, I realize that this is again a trade-off in priorities. Just as I'd gladly pick a government that boosted research early on and then changed to feud for cheap ships later, I realize that there need to be sacrifices for different paths. It helps differentiate between different players. It keeps us from becoming one big gray mass. It's not much, but atleast it's something. |
All times are GMT +1. The time now is 17:40. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©2002 - 2018