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Originally Posted by Paisley
1. A research and developement team like you would have a support team and start taking the game forward. - Ive made this known a few years ago and I hate to say I told you so for not heading this suggestion.
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Unless that team actually went and implemented these changes in the game, this would be fairly pointless. PA Team is unwilling to invest the time and resources needed to bring this about. This comes back to my posts in that other thread. High-risk, high reward vs. low-risk, low reward. Since they are unwilling to do so, they would have to attract volunteers from the community and give them access to the code. Since PA Team don't own the code (they merely have an exclusive license to it), they would have to approach Jagex for permission to do that, and Jagex is a multi-million dollar company that would require NDAs and other legal papers. That reality makes the rest of this thread (like every thread on PS) interesting only in the philosophical sense, not in a practical one.
Quote:
Originally Posted by Paisley
2. a 1% mining bonus per round played to a maxium of 5% over 5 rounds like you have start up bonuses for research and construction HOWEVER IF multihunters close you and your appeal fails this is reset to 0 (weather its the multi's MAIN planet or not) as the only way to attack a multi is his/her main planet. (think of this as a Good behaviour bonus)
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I didn't really like this, until you got to the good behaviour bonus. Sounds interesting, worth trying. Should also be expanded to the current research/construction bonus. You can achieve the desired result by killing the account, rather than the planet.
Quote:
Originally Posted by Paisley
3. Give alliance HC/DC/BC remote fleet access ingame so they can launch and configure fleets WITH the members permission (set up ingame etc) this is imo the best way to deal with the 1am-6am launch culture and make the game more 24/7 (yes it makes the game into the hands of commanders but as the declining playerbase is this will eventually not be a problem in the long run ... hello we are losing players)
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This one went the other way. At first I felt this was OK, but as ArcChas alluded to, PA is a social game. It is not kept alive by the game itself, but by the sense of community and comraderie that has grown up around it. Your proposal weakens those social bonds. That
can be OK, but the upsides better be really ****ing huge. In your proposal, I don't think they are big enough, and we could get those same upsides through some other mechanism, such as overhauling prelaunch or (less likely) some kind of sleep-mode.
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Originally Posted by Paisley
4. alliance Golden Roids with mining bonuses for the alliances as well as the player who holds the roid(s) and have a formula 1 point system in rewarding mining bonuses as this would create a capture the flag enviroment. (this will make politics more dyamic) Also have a mining bonus IF your alliance holds their own alliance. exact numbers are open to discussion etc. (resarch and development team could work this stuff out)
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I agree that emphasizing alliance-to-alliance warfare over planet-to-planet warfare is a good idea, but I think your suggestion is too small. I don't think the word 'gimmick' is quite right, but it does seem like a side-show compared to what actually wins rounds: value and politics. Go big or go home: make alliances themselves entities in the game (rather than merely groupings of planets) by allowing them to own
things. Allow other alliances and planets to attack these outposts to harm or steal the
things. Allow alliance members to lend or give their
things to their alliance outpost, to boost or defend it. Call the place where alliances gather their
things 'outposts', and you have
the idea that JBG came up with back in the day.
Quote:
Originally Posted by Paisley
5. make ship stats where attack fleets get first cut and not defensive stats. I would also bring back 0 loss stealing but have a max cap of 10% of value per battle report (again this is something a R&D team can test and perfect) so that ziks for example dont have to depend on 1 ace kill ship per Roiding fleet like it has like the last 30+ rounds and resort to r14-r18 playing style. Make the ship stats Fun again
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I think stats that somewhat favour offense are indeed best. Favouring defense (at all) promotes NAP-fest in the first 800 ticks and overblocking in the last 400, neither of which are desirable. Overly favouring offense tends to promote banzai attacking and XP whoring, both of which are boring if you have to do it every round.
After the Christmas round, I no longer believe value gaining on steal is viable, as long as the MH team continues to fail to crack down hard on cheating (as you yourself also allude to). Thankfully they keep a watchful eye on planet names, though, got their ****ing priorities in order.
Honestly, though, the ship stats themselves are just fine. Sure, they're rather static, with limited variability, and so they alone can't keep the game interesting for another 30+ rounds. But that's not what the ship stats are
for anyway! The way to keep the game interesting is by developing it, not by inputting a new set of random numbers in a 9x50 spreadsheet every round. The only reason we even think about the ship stats as
the mechanism to keep the game interesting is that the actual mechanism for doing that has rusted in place. That problem is not solved by doing crazy shit with the ship stats, but by resuming development. In an ideal world, we could use the same set for 10+ consecutive rounds, with only a handful of minor changes after each round.