Thread: Galaxy Exiles
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Unread 29 Apr 2014, 21:12   #143
lofty
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Join Date: Jun 2000
Location: England
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Lightbulb Re: Galaxy Exiles

Quote:
Originally Posted by Forest View Post
Remove gal ranking from the ranks.

Problem solved.

This and bring back cluser alliancies!

Do something wacky like this :-

1) 10 man gals both private and/or random.

2) Every gal is ffa for the first 50/100 ticks. (then shuffle takes place).

3) Every private gal is shuffled first into random clusters, (so if there is 900 planets like now / 10 planets per gal = roughly 90 gals in universe = 9 clusters of 9 gals or you get the idea).
So private gals are sorted evenly between the 9 clusters first , so you probably have roughly 6 private gals per clusters, and then the random gals are shuffled and added into the clusters randomly, at the end of the shuffle each cluster will consist of roughly 9 gals of 10 planets.

4) These made up 9 clusters will be the alliances for the round.

5) This will then make the ministers positions in each gal be more relevent beause all the ministers of each gal will have to communicate with each other and create a cluster chan and get it communicated to all players in the cluster, set up a command structure etc etc.

6) This could also make races more evenly played because shuffle is completely random and you wont know what other gals you'll be playing with untill after shuffle is completed.

7) There will be no exiles permitted, the galaxy/cluster you end up in is the cluster your stuck with for the round.

8) As pointed out above gal ranking will be abolished, only thing that will count is ally(cluster) rank and maybe planet rank.

9) This would move towards a win/win for experienced players vs noobs. As experienced players can still play with their 9 closest friends and potentially more if other private gals with friends are shuffled into their cluster ally, but they would also still potentially have to play with / rely on 'noobs' from the random gals so they may be forced to train them to make their cluster compete.(as every available fleet will be needed potentially).

10) Scoring should be based off the points system but it will need to be overhauled and made relevant. (this is a combat game, so combat should be rewarded, not steal roids). The game needs to move its focus away from stealing roids and building value(hiding value) to actually combat.

(this bit will have to be thought about) So massive points for killing ships/losing ships in combat. You could add waypoints/outposts to clusters which offer rewards if held/captured, to encourage combat to take place. Or even use the special roids scenario like in speedgames etc.

Or you could go down the route of some other combat games that are similar to pa by debris piles being created for ships lost etc.

The other benefit of this is it will stop pre-round napping and or blocking to an extent.


(you could even do wacky things like add mid round shuffles too, if one cluster/clusters become too dominant through blocking. Or merging of bottom clusters to even the playing field if one cluster is too dominant etc).



It could be fun! Now all, flame away! haha
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