Topic Title: Planet Count (Simple Topic)
Topic starter: Zerohours
Topic started: 20:44:07 27th Oct 2016
Posts: 24 Last post: 08:21:08 14th Jan 2017 by ReaperOfSouls
Zerohours | Posted: 20:44:07 27th Oct 2016 |
Posts: 2443 Topics: 287 Location: Canada Gender: Male |
Hello Everyone,
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watupdogg | Posted: 20:45:40 27th Oct 2016 |
Posts: 2391 Topics: 346 Location: Portugal Gender: Male |
Way too many planets, I like it around 5k |
Serenity | Posted: 22:22:57 27th Oct 2016 |
Posts: 39 Topics: 0 Location: United States Gender: Female |
I personally feel there is no reason to continue to have them spawn when there's not enough activity to counterbalance them.
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ReaperOfSouls | Posted: 01:26:57 28th Oct 2016 |
Posts: 266 Topics: 15 Location: United States Gender: Male |
Honestly I think the massive recruitment drive and the 5-10 daily new players have inflated the number of planets by a lot. Much more than the normal spawn rates have. Having all those extra systems spawn with new players increased the planet count dramatically. I'd like to say there could be some kind of timer on new player accounts. They auto-spawn into the real arena after a month, so maybe if a player spawns into the real arena with only one planet and after one month in the real arena still only has one planet their SPC's are deleted, leaving only their original planet, green, and local SPC? That clears up the clutter of about 7200 planets a month and gives new players two months to decide if they're going to actually try the game. As for the players who already joined and helped us reach 48k planets, I guess you could retroactively scan for players who've passed 2 months since account creation and if they have 0 points and 1 planet oblit their 8 nearby SPC systems.
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zyx | Posted: 01:26:01 3rd Nov 2016 |
Posts: 1975 Topics: 80 Location: Lithuania Gender: Male |
Why so many plants here - I will tell - planets are just useless now.
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ReaperOfSouls | Posted: 14:01:24 3rd Nov 2016 |
Posts: 266 Topics: 15 Location: United States Gender: Male |
I imagine the increased production from massive planet limits like that would make homeworlds start dropping like flies. But with so many innactive's littered around the universe I don't think that's a bad thing. Once those homeworlds are gone there will be no other target than the active players, which in turn could create much more competition.
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Zerohours | Posted: 06:39:30 26th Nov 2016 |
Posts: 2443 Topics: 287 Location: Canada Gender: Male |
Planets are dropping! Slowly but we are 300 planets lower than yesterday! See the Capture Contest for an update on that contest!
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Gold Rush | Posted: 08:34:03 28th Nov 2016 |
Posts: 2969 Topics: 382 Location: United States Gender: Male |
I 3rd zyx and RoS comments. Even if you just done a 2-3 month 100 planet limit for a "trial" to see the effects that it has. That would be interesting and fun!
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Zerohours | Posted: 15:08:13 28th Nov 2016 |
Posts: 2443 Topics: 287 Location: Canada Gender: Male |
Will it help or hurt activity? Will it be overwhelming? Will it be balanced?
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ReaperOfSouls | Posted: 22:35:22 28th Nov 2016 |
Posts: 266 Topics: 15 Location: United States Gender: Male |
Hmm I'll try to be as objective and honest as possible in my analysis of possible outcomes.
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ReaperOfSouls | Posted: 22:35:45 28th Nov 2016 |
Posts: 266 Topics: 15 Location: United States Gender: Male |
3A. It provides more monthly upgrades to spend credits on. Increasing the limit to just 100 gives players another 1250 credits worth of upgrades to sink from the game. And because this change does not directly produce more credits, other than possibly increasing credit sales because of better market prices, this leads to an increase in the value of the credit and a decrease in the number of credits stockpiled.
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