Mike wrote: ↑
Thu Sep 27, 2018 5:32 am
Removing double defense, at least at low levels, sounds like a good idea.
As for removing the push line... the idea of having a gradual push rather than 3 individual level areas as in old woc was so that, for example, level 1 players don't have to compete in the same space as level 30 players. The push line gives each level at least a small area where no higher level nations can get to it, and a larger area where not much higher level nations can get to it.
One possibility would be to group levels together. Instead of a small push east with each new level, there could be a larger (10x as wide) push east, every 10 levels. This idea, taken to an extreme of pushing only every 40 levels or so, would then be just like old woc's system of just 3 areas. But a finer gradation, of say 5, 10, or 15 level per area, could give some of the advantages of both systems.
I never liked double defense. It is unfair to a degree, because the nation becomes unbeatable unless you nearly destroy them.
I feel like you should make islands with a push line. After a 10 level spread the advantage becomes superior. Make 2 500x500 per island. After 80 make them gradually grow.
Mike wrote: ↑
Thu Sep 27, 2018 3:57 am
Tupac wrote: ↑
Wed Sep 26, 2018 8:06 pm
Restrict Game play time maybe a countdown timer for how much you can play in a day
Tupac you made two interesting suggestions, that seem contradictory to me: both getting rid of manpower limitations, and restricting how much a player can play each day. Manpower limitation is intended to do exactly that. What is it about the manpower limitation that makes it much less appealing to you than a straight-out daily time limit?
I feel like after hearing the complaints for months this would be a good solution. Fix it so they can click non stop for 4-6 hours per day. No one has the upper hand now unless they play the full 4-6 hour period. Still this will create a more flexible and open map, because players will log on at different times. I say remove the man power because I can burn 200K MP full tempted and run out in 15 mins against the right opponent.
We learned how to manage MP, and use game mechanics to maximize the effectiveness of MP usage. Still no one understands how MP works. You kill the nations geographic efficiency (this costs the most MP), take their resources, and finish off the remaining remnants of the nation with very little MP usage. Lots of nations now run the 2 stat nations generally TECH and PSI. They don't realize the weakness of this as it offers very little MP regeneration, and why I don't use it. It is good for lower levels and high octane offense to start, but in the long run the nation can be killed very quickly and stay down, because it can't recover MP fast enough to fight. Ask Todd how much he spends on MP LOL
Temporaries should be at a fixed rate in the beginning. We forced market control in this server. We knew if we used it non stop it eventually would become a high price, and deter players from purchasing them, or if they did they would eventually go broke. The 2 stat nations helped this, because we use heavy artillery from the BIO temp branch now, because its so cheap. That was the second reason we continued demonstrating it to increase temporary price hikes.
Another big problem also is lack of experience. They need to fight each other. We have more experience than anyone due to us constantly battling, and going from fighting nations with 600-700 resources to 50-60 tops. If you don't think of something the experienced players will level non-stop and get to the top, and lock it down like we have. If you don't disable say XP temporaries, or reduce XP gained from resources. They need to go at it for a while to understand mechanics, and give a feel of game play. That is the problem now no one wants to fight they want to sit. They need to be forced to play.
Credit feeding needs to start on that server. The players believe that credits equal power. I think you should feed them credits on their first cycle for more achievements. Getting to Level 25 - 1000 credits, Level 50 - 2500 credits, Level 75 - 5000 credits, Level 100 - 10000 credits. Here is the catch though. You can only do this with 1 of your nations. Once its been done it can't be achieved again.
This server needs to be a testing of single nations, and single usernames. You shouldn't be allowed to play both servers. I think the problems will still be the same, but with time limitations, credit feeding, fixed temporaries (for now), and lack of MP it will give breathing room, but at the end of the day some one will dominate. I would consider this the SOLO server test. Name the server "Han Solo" (lol).
This is my opinion:
I still feel like at the end of the day it will come down to who understands the mechanics the most. This still won't make every player happy, and another team will dominate. They will try to pull off what we have.