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15 May 2009, 03:11
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#1
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Non directed and witty
Join Date: Nov 2001
Location: #ascendancy
Posts: 814
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Salvage Centres
Basically another con that can improve the amount of salvage you get on your planet.
I was thinking maybe like FC's a 0.5% bonus for each one. Capped at 20 Cons. So it wont be huge, but obviously you will feel the effect of them.
With the bonus only coming into effect on your planet, its up to you if you want to help yourself/your defenders with losses. Yes you can build up FC's but the extra 10 percent could really swing marginal def calcs.
Any extra ideas or anything to add?
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CATHAAAAAARGH
I've won 4 rounds.
I'm kinda a big deal.
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15 May 2009, 05:44
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#2
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-||-
Join Date: Apr 2008
Location: Trondheim, Norway
Posts: 92
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Re: Salvage Centres
My memory aint all that great, but i seem to remember from the round i played ages ago, somewhere between 1 and 3, that there was defence turrets? Is that something to bring back?
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-Death walks in many ways, IM only one of em-
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15 May 2009, 06:37
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#3
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This Space for Rent
Join Date: Jun 2007
Posts: 583
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Re: Salvage Centres
that could be neat Benneh. could also do something where you can only have 60 income increasing constructions total meaning 20 Salvage Centres and 40 FC's (or any combo) maybe. would at least add to the strategies!
could do 1/4 bonus in alliance and 1/2 bonus in galaxy as well? (reversed or something similar?) or were you saying it would affect ALL combats at your planet whether you were involved personally or not?
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When in doubt, blame Ascendancy.
#pastats
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15 May 2009, 07:30
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#4
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Salvage Centres
Salvage is a good way to support taking actual combats and not be running your fleet all the time.
Systems to efect your amount of salvage bonus are definetly good solutions. If one wants to def his base and roids making plenty of salvage constructions sounds like a good choise.
And while we are at it, I would be happy to see the salvage take place in attacks aswell. That way u dare to land on some heavier def also. Or dont lose your whole game if u forget/cannot check one landing of yours.
Salvage also makes u more happier to land on big guys. The roid gain aint so expensive when u get something back from your lost units.
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If the opponent resists, CaRnage there will be!
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15 May 2009, 07:33
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#5
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Salvage Centres
i've discussed this with others and the obvious issue is that it almost encourages you to arrange for incomings at your planet. I'm not sure it'll be worth building them otherwise.
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r8-10 RaH r10.5-12 MISTU
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15 May 2009, 07:52
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#6
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Salvage Centres
it's always sad to see that good stuff is discarded because some will use them to cheat...
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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15 May 2009, 08:02
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#7
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You've Seen The Light
Join Date: Nov 2008
Posts: 1,152
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Re: Salvage Centres
Quote:
Originally Posted by Benneh
Basically another con that can improve the amount of salvage you get on your planet.
I was thinking maybe like FC's a 0.5% bonus for each one. Capped at 20 Cons. So it wont be huge, but obviously you will feel the effect of them.
With the bonus only coming into effect on your planet, its up to you if you want to help yourself/your defenders with losses. Yes you can build up FC's but the extra 10 percent could really swing marginal def calcs.
Any extra ideas or anything to add?
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The main problem is that it adds more strategy to the salvage formula, which one of its aims is to help new players/inactives when they get bashed while offline. So they should be the ones who always get the extra bonuses, if you add in something like this, you'll have to lower the 'normal salvage' and therefore you're lowering the salvage the inactives/new players get (as they might not spam the salvage centers).
It seems a nice idea and will add another choice to constructions other than 'spam FCs' but you need to find a way to make it so inactives/new players get the most benefit from this.
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First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it.
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15 May 2009, 09:56
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#8
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Non directed and witty
Join Date: Nov 2001
Location: #ascendancy
Posts: 814
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Re: Salvage Centres
Quote:
Originally Posted by Appocomaster
i've discussed this with others and the obvious issue is that it almost encourages you to arrange for incomings at your planet. I'm not sure it'll be worth building them otherwise.
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My god..
i despair at this game sometimes.
If your going to arrange incomings anyway who cares about the extra 10% as you're gonna wipe them for free anyway :|
__________________
CATHAAAAAARGH
I've won 4 rounds.
I'm kinda a big deal.
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15 May 2009, 10:54
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#9
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Orbit HC
Join Date: Sep 2006
Posts: 184
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Re: Salvage Centres
Can you link salvage to score/value?
I.e if a new player is bashed by someone right at the edge of the bash limit could you make it so the defender gets more % salvage?
I guess the main problem with all this is the fact that the moment you make a rule with a good intent in mind, some arse starts trying to figure out how to twist it to their advantage.
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15 May 2009, 11:09
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#10
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Salvage Centres
Of course they do! This is a competetive game, what the **** do you expect?
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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15 May 2009, 11:33
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#11
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Salvage Centres
Simply allow MHs use their own brains to kill abuse of features.
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If the opponent resists, CaRnage there will be!
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15 May 2009, 12:03
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#12
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Registered User
Join Date: Mar 2009
Posts: 957
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Re: Salvage Centres
Quote:
Originally Posted by Crowly
Can you link salvage to score/value?
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It already IS linked to score (though not enough imo).
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15 May 2009, 17:29
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#13
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Salvage Centres
As Appoco said, we had talked about it...I personally thought it was interesting though.
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I'd rather be fishing.
Utterly useless since r3
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15 May 2009, 19:48
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#14
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fanboy
Join Date: Feb 2003
Location: Trondheim, Norway
Posts: 492
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Re: Salvage Centres
Quote:
Originally Posted by Appocomaster
i've discussed this with others and the obvious issue is that it almost encourages you to arrange for incomings at your planet. I'm not sure it'll be worth building them otherwise.
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The current salvage system also encourages it. It was encouraged even more than it would be with these constructions last round, but I don't think it would be a major problem anyway, if the MHs were allowed to rule on the obvious cases and didnt have to abide the retarded rules of last round.
Quote:
Originally Posted by Light
The main problem is that it adds more strategy to the salvage formula, which one of its aims is to help new players/inactives when they get bashed while offline. So they should be the ones who always get the extra bonuses, if you add in something like this, you'll have to lower the 'normal salvage' and therefore you're lowering the salvage the inactives/new players get (as they might not spam the salvage centers).
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I don't see why you'd have to lower salvage. I think it's generally agreed that salvage either needs to be heightened or stats need to take the new formulae into account. Either way this would primarily be a nice way for races like Zik/Etd/Ter to play on their advantages.
Actually, when it comes to this whole salvage discussion thing i think the best idea is simply to increase salvage for ships dying in defense, and not touch the salvage for killing ships. Perhaps this could be applied to these structures as well. That way you get something back for retarded landings, newbies getting bashed at base gets more back and etd/zik get more back for their stealships dying (which is a huge problem this round).
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15 May 2009, 20:34
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#15
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This Space for Rent
Join Date: Jun 2007
Posts: 583
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Re: Salvage Centres
maybe base a bonus on % of fleet value lost with all 4 fleets home at base (for noobs / inactives) - different from the thread idea though so just mentioning it.
__________________
When in doubt, blame Ascendancy.
#pastats
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16 May 2009, 09:11
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#16
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Registered User
Join Date: Apr 2005
Posts: 531
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Re: Salvage Centres
Quote:
Originally Posted by Appocomaster
i've discussed this with others and the obvious issue is that it almost encourages you to arrange for incomings at your planet. I'm not sure it'll be worth building them otherwise.
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Who the hell are these 'others', as this response is so bad it's bordering on laughable.
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17 May 2009, 09:35
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#17
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Ent|lunch
Join Date: Oct 2006
Location: Liverpool
Posts: 539
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Re: Salvage Centres
Quote:
Originally Posted by Game^
Who the hell are these 'others', as this response is so bad it's bordering on laughable.
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He could tell you, but then he'd have to kill you.
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