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Unread 29 May 2009, 13:09   #1
world
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new players/non-allied players

searched forums pretty quickly couldn't see these idea's, sorry if they are already on.

these idea's are mainly aimed at non-allied players, i think you need to make it easier to survive outside an alliance to get more new players in.

Exploding Roids - You buy booby trapped roids that look exactly like others, attacker takes roids, it flashes back to their home planet and blows up, taking out a few of their own roids or base fleet etc: good if you're being attacked by alliance.

Universal fleet exchange - people can sell ships to this market and then buy fleets (only of their race) at inflated price but which appear on planet in next tick (only useable by non-allied players) again good defence. + would have specialised ships not in normal game.

Invisible planet - you pay either cash or xp to make your planet unattackable for so many turns, again good for new players.

sorry ideas are work-in-progress but im sure you can get the gist. Makes game better for new players and non-allied players thus attracting more players.
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Unread 29 May 2009, 13:49   #2
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Re: new players/non-allied players

Anything that makes it easier for new players makes it harder for older players to rape them.

Anything that makes it harder for older players will not happen. Ever.

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Unread 29 May 2009, 14:07   #3
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Re: new players/non-allied players

interesting to see how much the budget of the people behind the game lasts as it currently is. There's a reason its changing hands a lot.

Anyway these idea's are prob crap but new ones are definately needed.
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Unread 29 May 2009, 14:28   #4
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Re: new players/non-allied players

some sound good but you don't have to convince the PA Team. You need to consider the veteran players/alliances who the PA Team try to appease every round.
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Unread 29 May 2009, 14:43   #5
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Re: new players/non-allied players

booby trapped roids would be an absolute menace; the whole basis of the game would fall down if ppl stood to lose nearly as much as they might gain through capping.

Temporary invulnerability I have proposed before - though I mentioned it as a way of getting money off lazy ppl, paying for a certain amount of uninterrupted sleep. It was not well received.

The fleet exchange is interesting; I assume you mean it as a way of trading in useless ships for ones useful in the coming combat, it would need to be reasonably easy to tell if it has been done or else it is far more likely to be used by the old pros as a way of reducing less observant players fleets to salvage. Also if it cost a certain amount to do and you do it often then it will eat away at your value; making you easier, not harder to hit.
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Unread 29 May 2009, 15:03   #6
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Re: new players/non-allied players

fair cop, it would have to be balanced
exploding Roids - v.expensive, could make it last cov op so noone uses it till late, instead of it destroying attacking fleets stuff, it could restart their research or slow down that or their construction, annoying but not too big a menace,or even slows down returning ships so their fleets take longer to return
fleet market
as you said it eats away at your value if you do it too much, which is perfect, makes it a last ditch defence when really needed not common action , could have specific def ships that only last spec time and depreciate in value (something like that anyway), of course if you're selling you lose money off the original cost and if you're buying there's a large enough markup to deter repeat buys. could have seperate table on universe page saying who has used it the most, or planet changes colour for a few turns to show its bought new ships, or maybe message sent to attacking fleets saying what has been bought giving them a chance to recall.You could buy ships of other race but at greatly increased cost, or change some of your own. Could even make it instead of having all current fleet ships, having a kind of market race of ships, so fi/co/de/fr/ba/cr of a new race with different stats to current fleets which would make the game a bit more interesting. Im sure thats harder to program though.
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Unread 29 May 2009, 15:26   #7
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Re: new players/non-allied players

I kinda like the fleetmarket suggestion, reminds me of how your general can recruit mercenaries in total war games
Wouldn't limit it too unallied players though.
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Unread 29 May 2009, 15:29   #8
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Re: new players/non-allied players

yeh it would have to be for everyone
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Unread 29 May 2009, 15:29   #9
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Re: new players/non-allied players

need to change topic heading
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Unread 29 May 2009, 16:48   #10
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Re: new players/non-allied players

Well I do support the basic idea of a) either forcing people in to the alliances or then b) allow freedoms to non allied/new players or c) allow them to contact/allie together.

How ever the ideas in this thread were something that didnt sound so cool. They went bit on the extreme edge. Imo if/when u get some extra protection/freedoms, u should pay from them for a way or another. Simply to keep the "hardcore" play as tempting, also these are the ones that usually keep the community running irc/forum wise aswell.

To shadow your planet was onlyone that got my interest and were imaginary enough. If you could power down your functions in your planet, it could make u less detectable. For example give you protection versus scans (either complete, or make em less accurate.)

The cost would be to run on half income and half developement speed. But could give u the needed protection/risk for attackers to keep you safe while you sleep/are away. Sort of half vac mode setting
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