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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Wars - Incentives.
Besides the obvious problems of that theres a lack of players in game, and that some teams are considered neutral territory and therefore incite the full onslaught of multiple larger teams* if attacked.

*Yes, I'm looking at both of you, Traders and SBP.



1. Declaration itself.

Wars increase the PVP range of the two parties involved. We know that. However, I feel that it should be stated how this would go in an admin written post.

Personally, you should have a +/-10% of your level for W0. Then 20% for w2, 30 for w3. Add a 50% to whatever your number is if you are warred, or you warred someone/team.

Mutual War is full pvp range no matter the level. Declaring war should be a major thing and it should take a day or three to be able to undeclare.


2. Eden Clusters and Oasis Galaxies.

Eden Clusters are what they say: a cluster of galaxies that are like paradise. Oasis are single galaxies.

Either way, both would be heavily enriched with resources. And all would have at least one AI base per galaxy, no exceptions.

The idea: To give teams something to fight over thats very well worth a war with someone bigger.


3. Higher credit gain from kills.

Normally, if you die you lose 5% Durability. To repair that costs 1.0x Credits.

If you're killed by some team/person at war with you/your team, they gain 0.9x of the credits you'd need to repair your gear with for 5%. Therefgore, they make a profit.

Now, the idea is that by mutually declaring war, the stakes become higher. Say you lost 100m to repairs before, and the enemy gains 90m. Now, with the mutual war, you'd lose 200m per death, witht he enemy gaining 180m.

The same would apply to them when you kill their members.


4. Idk what else.


Thu Mar 08, 2012 3:40 pm
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Wars - Incentives.
I definitely like the idea of varying density of resources. That would make it possible to maybe even scrap the team limit completely and regulate team size simply by playing with resource distribution. Want 250 players on your team? You'll need to spend a fortune in connector gals and your territory will be that much weaker for it.

I also strongly agree that PvP should be more lucrative when fighting someone who has you warred. Maybe instead of just hiking the cost of repairs and borrowing from that to pay the attacker, the money should come out of the team's bank as war costs. That would make skirmishes actually matter in a war: if your team gets their asses handed to them day after day in a Juxta, you'll have to come up with the funds to cover it or else you'll automatically undeclare. Conversely, guerilla tactics would now be a viable way to force an adversary to undeclare, provided you're good at what you do. As an added benefit, this will also remove credits from the game since the cost of repairs is no longer balanced by the value of the credits dropped.

_________________
(DefQon1) use a Rhino reconstruotereatarerer
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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
(Bluenoser) Put your finger in your mouth and gag reflex should do the rest


Thu Mar 08, 2012 4:17 pm
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post Re: Wars - Incentives.
Wars are stupid now. You can't capture any galaxy that someone has put any effort into whatsoever, so bye bye economic incentive. Scraps are worthless right now so no point in killing people for money.

Basically if you're at war right now its because you hate the guy you're fighting or you just like killing shit.

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QFT Octo either owned the fish initially, or scooped it when he podded any/all of the above.


Thu Mar 08, 2012 7:08 pm
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