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that during desperate times people tend to work faster, so when your under attack you'd get a massive boost to your production and research.
Bring this idea back on topic, I was planning on building it so when you finally get defeated, survivors from your civilisation escape and start rebuilding a new somewhere else, the idea being that while you were getting beat down on you'll level up quickly, so when you restart you can go on a rampage in noobington
Quotethat during desperate times people tend to work faster, so when your under attack you'd get a massive boost to your production and research. You get a friend to attack you by 1 unit, day after day. You get the permanent boost, for an expense of 1 unit of your ally only.
Quote from: Chris on July 27, 2010, 12:12:45 PMQuotethat during desperate times people tend to work faster, so when your under attack you'd get a massive boost to your production and research. You get a friend to attack you by 1 unit, day after day. You get the permanent boost, for an expense of 1 unit of your ally only.Come on Chris, you can do better than this in the final system it wouldn't be surely implemented so plainly, you can limit it by amount of losses, possibly set it to at least average loses etc.Pretty much anything unless fixed like this can of course be abused fully
I think it's something you've talked about before Chris, when you said that you prefer to balance the incentives in your game towards more attacking rather than defending.
Quote from: Nox on July 27, 2010, 02:42:08 PMQuote from: Chris on July 27, 2010, 12:12:45 PMQuotethat during desperate times people tend to work faster, so when your under attack you'd get a massive boost to your production and research. You get a friend to attack you by 1 unit, day after day. You get the permanent boost, for an expense of 1 unit of your ally only.Come on Chris, you can do better than this in the final system it wouldn't be surely implemented so plainly, you can limit it by amount of losses, possibly set it to at least average loses etc.Pretty much anything unless fixed like this can of course be abused fully I would love to play with you some unbalanced game for money, you would surely be unable to abuse the loopholes as efficiently as I would :-PAverage loses can be overcomed by:- build cheap militia, select race with regeneration abilities- maintain small army (and rely on passive defences/fortifications), this way you can get even 100% army loses and rebuild the army each day.- if the game forces you to maintain a big army most of the time, transfer most of the army to an ally before being attacked, after attack the ally send the army back (make sure to ask the other freind who attacked you to send you back your resources he stolen! Or just attack him, because you want him to have the bonus too, right? If you are able to invent some unabusable "average loses" algorithm you deserve Nobel prize (at least you would get one if I were in charge of giving these ).
As for upkeep, there are 3 options, wonder which one would be best:- upkeep is paid by money, which is used for everything, upkeep hinders everything- production and upkeep are paid by "factory points", does not hinder the economy- upkeep is paid by separate buildings (that have progressive cost to build), does not hinder economy nor production
* Obsolete units. Each day the technology level increases (regardless of player upgrades). The newly produced ships are always better than the old one. Once you get a month old fleet you don't really mind getting it destroyed (especially if there is upkeep cost, you might even want scrap the old units).
Quote from: Chris on July 25, 2010, 03:52:41 PM* Obsolete units. Each day the technology level increases (regardless of player upgrades). The newly produced ships are always better than the old one. Once you get a month old fleet you don't really mind getting it destroyed (especially if there is upkeep cost, you might even want scrap the old units).Personally, I really like this idea and have approached it in a number of my past design thoughts, but have never come up with a solution to the issue of inactive players. If someone misses playing for a few days or even a couple months, you still want them to come back and get involved again, but this type of system leads to them saying "I'll have to start over again from nothing because all my ships are so hopelessly obsolete" and trying a new game instead of returning to the old one.
1) Resets This changes everything. Players will wait quietly (playing casually and/or socializing in the meantime) till the new round starts. And then they will start fresh. Proven empirically 2) If action points exceed max value (= player is not active) additional points are converted into units upgrade.3) This whole point is not valid, since if you are inactive you have no chance anyway due to "lost opportunity", you won't catch with top players no matter if there are obsolete units or not.
The issue I see isn't "I've lost any chance of clawing my way to the top", it's "OMGWTF, you took away everything that I built up?!? Screw this!"
From this, I conclude that, in the broader context of persistent-world games, players want their achievements to persist indefinitely, not to be periodically wiped away as each round ends. (This is likely also relevant to the original thread topic, as your original question addresses the displeasure of players at having their accomplishments wiped away when they lose a fight.)
QuoteThe issue I see isn't "I've lost any chance of clawing my way to the top", it's "OMGWTF, you took away everything that I built up?!? Screw this!" Interesting... It's the first time I saw someone give meaningful and obvious reasons for everlasting model, made me pursue it further in a separate topic http://community.bbgamezone.net/index.php/topic,2922.0.html Please, drop there your thoughts about various models.
The curious thing is that everlasting games tend to have deadly combat model, while games with rounds tend to use softer low casuality/no casuality combat. Intuitively it should be the other way round, right?
Now lies the decission in the hands of the player, not in yours
Rather in hands of my moderators, will they be able to eliminate multiaccounters fast enough to not let the game world fall into oblivion or not
Quote from: Chris on November 27, 2010, 03:51:45 AMRather in hands of my moderators, will they be able to eliminate multiaccounters fast enough to not let the game world fall into oblivion or not Totally true, but I was talking about the troop loses part. Players can choose to surrender early, or late. Giving them the option to spare some troops.It was just my idea, and I wanted to share it