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3 Dec 2004, 07:41
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#1
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Registered User
Join Date: Apr 2003
Posts: 77
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Struct change
Change the max struct killing to 50% from 20%.
However, exclude amps and finance centers. These are the two things that give large players (who don't get bashed) a large advantage. Perhaps have a cov ops to kill them, or don't allow them to die at all.
The other things, e.g. blockers and so forth are not as critical and can be rebuilt. Factories you only need one of, so are easy to rebuild.
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3 Dec 2004, 09:03
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#2
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Banned
Join Date: Jul 2003
Location: ******
Posts: 2,326
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Re: Struct change
Terrible idea. It's not just amps and finance centers, it's security centers and distorters as well. Structure killing is way broken already, no need to break it even further.
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3 Dec 2004, 11:16
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#3
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: Struct change
I agree, this is the wrong way to go with structure killing.
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3 Dec 2004, 14:50
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#4
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The Original Terran
Join Date: May 2003
Location: Afghan atm
Posts: 1,633
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Re: Struct change
Worst idea i ever did see.
And from what I have seen you base your most of your suggestions on killing structures aka the getting xp for it to.
__________________
introduction-Gramma
The following is a list of problems found in various places throughout the manual and game. We love you Noah!
Written by Kloopy Wed Mar 16 22:06:43 2005
Retired just for a bit....
Proud to have been 1up, SiN, Wolfpack, Bluetuba and the leader of ARK.
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3 Dec 2004, 17:59
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#5
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Registered User
Join Date: Apr 2003
Posts: 77
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Re: Struct change
Distorters and security are not nearly as powerful.
This would allow people to avoid structure killing on their planet if they chose.
How is struct killing in any way broken? It doesn't get you ANYTHING.
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3 Dec 2004, 18:12
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#6
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Struct change
Quote:
Originally Posted by LordBrem
How is struct killing in any way broken? It doesn't get you ANYTHING.
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The random factor, the lack of relative salvage, etc.
There are multiple threads on the flaws of structure killing here, take a look.
__________________
I'd rather be fishing.
Utterly useless since r3
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3 Dec 2004, 20:15
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#7
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Banned
Join Date: Jul 2003
Location: ******
Posts: 2,326
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Re: Struct change
Quote:
Originally Posted by LordBrem
How is struct killing in any way broken? It doesn't get you ANYTHING.
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Other way around. It's what it destroys that's broken.
Read this for more information.
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3 Dec 2004, 20:38
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#8
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Powering your life...
Join Date: Dec 2004
Location: Dublin
Posts: 400
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Re: Struct change
Hmmmm.... I feel at present the sturc killing system was designed to be best taken advantage of those who happen to be mean and spiteful- there is absolutlely NO benefit for you to do it- it sucks up valueably res that could be spent productively- why do it? Unless you really don't like somebody of course, but personally, I don't even own a single sphinx. An XP bonus would definately see a rise in SK, but in terms of recovery, the gal fund can't help [building times etc., at least not immediately] thus reducing a galaxies capaticity to work as a unit and strengthen their "weakest link". Either keep the present system in place or abolish it and bring down the max structure limit.
__________________
Reality is only a perception.
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3 Dec 2004, 22:21
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#9
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The Subtle/Profound
Join Date: Jun 2001
Location: Norway
Posts: 367
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Re: Struct change
Quote:
Originally Posted by Thermodynamics
Hmmmm.... I feel at present the sturc killing system was designed to be best taken advantage of those who happen to be mean and spiteful- there is absolutlely NO benefit for you to do it- it sucks up valueably res that could be spent productively- why do it? Unless you really don't like somebody of course, but personally, I don't even own a single sphinx. An XP bonus would definately see a rise in SK, but in terms of recovery, the gal fund can't help [building times etc., at least not immediately] thus reducing a galaxies capaticity to work as a unit and strengthen their "weakest link". Either keep the present system in place or abolish it and bring down the max structure limit.
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How many targets do you actually know who are? I find that it's very seldom you know who has the planet unless the target is a large one. I don't think that structure killers really bother the large players that much. But I do think they bother the small players a lot.
__________________
My apologies.
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4 Dec 2004, 01:46
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#10
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Un-retired by request
Join Date: Oct 2003
Posts: 407
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Re: Struct change
NO WAY!! I think it should be lowered as anyone with a large amount, such as 30+, lose an awful lot in 1 tick currently which takes a very long time to rebuild. the limit should be 10% at the very very highest, but carry more armour and more xp when destroyed
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4 Dec 2004, 12:28
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#11
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Banned
Join Date: Jul 2003
Location: ******
Posts: 2,326
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Re: Struct change
Quote:
Originally Posted by Eol
I don't think that structure killers really bother the large players that much. But I do think they bother the small players a lot.
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I think you're wrong. A lot of big incoming are covered with EMP and subversion, which often means that some structure killers will remain uncovered. When you have ~100 structures, that can hurt a lot.
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5 Dec 2004, 11:36
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#12
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: Struct change
It is a bad idea to increase the damage that can be done by structure killers, if anything the damage should be further limited.
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