Quote:
Originally Posted by Forest
In theory you are right.
Practically it doesn't work like that.
If each planet gets 1 def fleet, with large roids attackers can often still land. With low roids, any loss at all make lands impossible. It is xp that can make the difference.
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You're comparing 'big planet' to 'small planet'
within a given round. Increasing the number of roids in the universe is about changing
the definition of a 'big planet' and a 'small planet'. If everyone gets twice as many roids, then what we considered a lot of roids before is no longer a lot of roids.
(Everything else you said is also wrong: XP sucks, !roidcost is king)
Quote:
Originally Posted by M0RPH3US
it's not only about the amount of roids in universe, but also about the amount of actively playing planets/targets
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Here's why I don't like your idea:
- The player base is stable at best and you said you can't have an old and a new universe planet at the same time. 95% of the outer rim planets will just be old players who crashed and reset.
- Even if it does attract more players, it reduces real-world income because you want to upgrade everyone in the outer rim for free and hand out more prizes
- Outer rim planets start 500 ticks late, and don't benefit from ingal defense from old universe planets like late signers did
- Outer rim planets can't roid old universe planets because their travel time and value are shit
- Old universe planets can roid outer rim planets because they have few potential defenders (no tags) and the ones that do exist have shit value
- The round in the outer rim is shorter, so it'll be host to even fewer wars than the old universe, and the value of outer rim planets will be too low to allow them to have much impact on old universe wars