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Topic Title: Space Stations (Simple Topic)

Topic starter: Vicandius

Topic started: 12:30:27 26th Oct 2021

Posts: 3 Last post: 15:43:17 2nd Nov 2021 by Iiridayn Donator

Vicandius Posted: 12:30:27 26th Oct 2021

Posts: 67

Topics: 18

Location: Albania



This thought isn't as fleshed out as the robot one, but ties in with it. Why is it so easy to blow up a planet? Why do planets 'spawn' so frequently? SP as a robot entity creates space stations which may cause a difference in their resource production capability- there are planets in the universe, but they probably shouldn't be able to be blown up that easily. This requires more work and thought, but since it was a bit of the original springboard into my robots idea, I had to bring it out. Main thing was thinking of a story basis for SL and the planets seem like an issue.


Iiridayn Donator Posted: 00:02:53 28th Oct 2021

Posts: 1612

Topics: 91

Location: United States

Gender: Male



I agree that planets shouldn't be so easy to destroy/create - but my attempts to make it harder to leave/destroy planets have not been very popular! I'm thinking I need to identify what is at the heart of the current gameplay, and find another way to provide that mechanic without the odd lore of planets getting destroyed all over the place :). Meanwhile, I think an obliteration timer might be valuable - if only to create more potential for engagement around the warp.




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Karil130 Posted: 21:58:27 31st Oct 2021

Posts: 39

Topics: 2

Location: United States

Gender: Male



if you make obliterate harder ... planets would grow to fast..

if the goal to to make warp used more.. slow the planet growth, forcing people to use warp to find more planets..

Or make a nice 25x planet that only lasts a round that can only be found in warp.


Iiridayn Donator Posted: 15:43:17 2nd Nov 2021

Posts: 1612

Topics: 91

Location: United States

Gender: Male



The thought behind a timer is twofold:
- First, to make it possible to capture a planet which a player wants to be gone, within that timer window
- Second, to reduce support tickets when people oblit a HW. The general principle is to provide "undo", not "are you sure".

The timer would not make it harder to obliterate unless at the planet limit (but I can work with that, like making planets being obliterated not count against the limit or something; plenty of exploitation opportunities there I'd have to work out though), in which case it would only be moderately more difficult. (Planet limit might also be re-envisioned as planets held for longer than an hour or something; allowing ignoring planet limits when clearing nearbys).

Edit: added this as a ticket.




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