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EL Posted: 10:39:39 11th Oct 2010

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I doubt it, you would just have to hope a certain player who loves training would kindly train them up for you :)


Zerohours Posted: 11:41:30 11th Oct 2010

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Im in favor of 300%




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FORTRANshadow Posted: 14:52:46 11th Oct 2010

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I'm not really of fan of changing the experience limit to 300% on assaults.

I think we are just beginning to see the market effects of the mine level production changes that Prof implemented way back when. It took a long time to go through the vast stores of resources on hand, and now that the SL economy is starting to tighten, we are talking about making changes right away. That doesn't make a lot of sense to me.

Let's focus on the newb arena changes first, so we can get more active players participating in the economy. Then maybe we can get a "filling station" or "warp point" ship model. By then, things should have settled in the market, and we can make some long-term decisions.


Relic Posted: 19:26:19 11th Oct 2010

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Location: Bahamas



they just want to knock Cydiona's 1st Place off the the ships by experience board...I know I want to ;)




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me naam is m Posted: 13:20:21 12th Oct 2010

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Yeah, that's why I proposed a system which would make 300% possible, but not worth the trouble, so the top assaults would go for creds and fame. It seems most people just want free HW attacks.




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EL Posted: 13:22:30 12th Oct 2010

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No we want more profitable Hw attacks :)


Pray Posted: 14:46:41 12th Oct 2010

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For this game to remain active, attacking must be more profitable than defending, for the sole reason that attacking requires activity, while defending does not.




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FORTRANshadow Posted: 14:57:13 12th Oct 2010

Posts: 382

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Location: United States

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That's not how it works in real life, though. Attacking with the intent of colonization is always more expensive than defending (terrorism, OTOH, is very inexpensive, but that's a different topic).

If we would adopt the recovery of 20% troops and 40% of the resources (after 30 minutes to 1 hour) at the planet attacked, I think that would offer a real incentive for successful attacks (and successful defenses). It would also mean that the attacking player would want to hold the planet after a successful capture; that could prove interesting.

I would support recovery of crashed troops and resources as a better long-term solution than more powerful attack ships.


EL Posted: 15:05:44 12th Oct 2010

Posts: 1704

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Location: United Kingdom

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Having 300% assaults still gives the defender a advantage over the attacker. A player who cant be that active would think, what would be better to do sit and build up with a high defense and make it very unprofitable for anyone who might want to attack, or shall I go out of my way when I already dont have much time and go for a unattractive attacks at a loss for minimum resources?

I know what most players are doing these days.

Players need more of a incentive to attack, bringing the difference in attacking/defending closer may give a little more incentive for players to attack and start dropping all these inactive hws lying around.

That indeed would prove very interesting.


Dios Posted: 01:33:47 13th Oct 2010

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Location: United Kingdom

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FORTRAN, in real life the attacker doesn't go in assuming he will make a total loss either; "no one who thinks he has anything to gain from it is preturbed by war".

Basically, attacking with the intention of colonisation in the real world is because there is a long term gain: a potentially resource rich area (i.e Siberia?), strategic position (this was the entire reason for the UK occupation of Singapore) etc.. etc... whereas here, the resources gained from a HW are hardly ever likely to even equal the resources put in, and realistically - that HW is just another planet. You could get the same net result from finding a x20 green through the warp.

The only real gain to attacking right now is points. Now because of the dynamics of SL, I don't think you shoudl come out of a HW attack in a better position than you began it, but nor do I think an attempt at winning a round should result in a disasteriously long recovery period.

However a recovery system sounds enticing - I'm assuming you're talking cost of attack. I.e for every 1m troops and 1m iron you will receive 200/400k respectively? That could lead to an interesting dilemma - however for big attacks will it work with the system? 1m resources = 2 assaults, or 3m damage. It's just a be-aware that with that system, the larger HWs (the 130m etc...) wouldn't support it as you would total out at 82 assaults - or 123m damage. After that you lose iron ;)




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