Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next

Do you feel that larger bases should extract more commodites?
Yes, they should simply get the extra extractors for free. 0%  0%  [ 0 ]
Yes, this proposal sounds balanced 38%  38%  [ 3 ]
No. 38%  38%  [ 3 ]
I have another idea. 25%  25%  [ 2 ]
EWWW, ugly bears! 0%  0%  [ 0 ]
Total votes : 8

Author Message
Team: Deep Space Federation
Rank: Operator
Main: Rendghast
Level: 3504

Joined: Sat Jan 03, 2015 12:47 am
Posts: 512
Post Extractor sets
TLDR ; Add tech 12,16 and 20 extractors, make them obtainable by a drop commod for tokens mission, watch market forces eat all of the older teams monies while encouraging newer players/teams to kill t2 and t3 mobs in droves.

I had been talking to some people on Discord about the current Resource shortage in WS , and the idea of making higher tech bases extract more resources was floats. In response, I proposed that, instead of the higher bases simply getting extra resources (which is to carebear even for me), there should additional extractors in the game, a full set at tech 3,9,12,16, and 20. This matched the idea that a tech 20 base, costing 9 slots, should produce 5 times the resources of a tech 3 base worth 2 slots.

While at work, i remember there where technically already 4 partial sets of extractors in game; normal, Advanced, Earthforce (gotten from earthforce defense tokens) and Mzugnu (metals only, extracted from ruins), not counting the undead ones from Halloween.


Now, my First Part is this.

1) Complete a full set of Earthforce Extractors at tech level 12 (Metal, Silicon, Nuks, Treecutters, Harvesters.) exchangeable for missions.

2) add a set of Paxian Extractors at tech 16 also exchangeable for missions.

3) expand the Mzungu extractor to a full set at tech 20 and continue to ruin extract them.


Now, because i am me, i need to care-bear, though this will not be as care-bear as it initially sounds. First, some numbers.

There are presently 150 base slots available per account. Let us suppose some new(er) team chooses to use t16's for their kits, that is a total of 20 t16 kits per account. Let us also assume (as with previous unis) that they are able to ind enough planets with 2 resources averaging A Lot levels, so 50 or so extraction points for all 20 of each characters bases. Sometimes its bunches, sometimes its plenty, but 25*2 is the average. Not unreasonable even for EF layer.

Now, 50 extraction points times times 20 bases is 1000 extractors. That's rather a lot of Pirate bases to kill, and frankly i have not seen them at lease in the areas of EF and WS i am able to get to (260 or so). SO having to get these this way is going to be a massive disincentive to their use, resulting in continued overcrowding of WS and teams scrambling over lower yield locations.


My Second Part is this.
Now, i would like to repeat, this is for the t12 and t16 extractors only, the t20 Mzungu will continue to be ruin extractable with no missions option to get them.

Allow Players to get Earthfoce Defense tokens and Paxian Defense tokens by killing level 500 to 1500 field mobs.

10 Rosemary Sprigs, Basil Bouquet, Enchromas, or Blue dust gets you 1 Earthforce Defense Token. This fits perfectly with the existing missions/story as all of those drop pirate crests and can technically be understood as pirates.

The same would apply for Paxian Defense Tokens, 10 Giant Goblets, Xeno Shield Remains, or Xeno Energy Remains would get a player a Paxian Defense Token.

The basic extractors (Silicon, Metal, and Nukes) would be 1 token each. Rarer extractors (Treecutter and Harvester) would be more tokens, possibly 5, and the existing items could be scaled up as well if people feel it necessary for balance reasons.

Predicted effects of this proposal.

1) Fewer/Larger wildspace bases is the obvious end goal here. If teams can seize 5 systems and make what they could have with 15 systems, they are pretty certain to do that. However the secondary effect are interesting as well.

2) Increased trade in Defence Token. Many people have complained about the wealth gap between older players and newer players. Many people have also noted the high price of Jungle Armada Crests due to their use in Spirit Augmenters. Now, let us combine these two things. Most higher tier players are not going to want to spend hours and hours killing, say 10,000 slumberchromes for Enchromas, much less 65,000 for a full set (500) of all 5 extractors/harvesters. There is going to be a very large demand for EF and Pax Defense tokens in the market, which, (steam willing) we will have a surge of lower level players to supply. This will rapidly drain the older teams coffers. Assuming we end up with even a magnitude lower price then JAC's, a high level account would have to spend half a trillion to get all those defense tokens necessary for their bases, and that is per account. Market socialism at its finest.

For those who have problems with large numbers
1 token * 500 basic (metal,sili, nuk) * 3 = 1,500 tokens
5 tokens * 500 rare (Bao, Oats) * 2 = 5,000 tokens
6,500 tokens * 2 (EF and Pax) = 13,000 tokens
40 million per token (Based on JAC price) = 520 billion credits

3) Obviously this is going to provide a huge incentive for smaller teams to start killing W2 and W3 mobs (which they should be doing anyway, but meh). Also, this will provide a huge incentive for (steam willing) new arrivals to level aggressively and organize hunting parties for the drops. Which will in turn result in more players staying on the game.

Say it...Say it...I dare you to say it.
Image

_________________
Image
Image
Image


Last edited by lrellok on Tue Sep 20, 2016 5:03 pm, edited 3 times in total.

Tue Sep 20, 2016 1:21 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Extractor sets
Sorry didn't read but that last part lmao

_________________
"I still miss the Crack Whores..." - Jeff_L


Tue Sep 20, 2016 1:30 pm
Profile
Member
User avatar
Team: Star Revolution X
Rank: Officer
Main: topbuzzz
Level: 8015

Joined: Sun Dec 21, 2008 12:31 pm
Posts: 4347
Post Re: Extractor sets
Yes cos BD wuz 2 lazy to finish the tokens anyway


Tue Sep 20, 2016 1:46 pm
Profile WWW
User avatar
Team: Eminence Front
Rank: Officer
Main: Blizzara
Level: 6660

Joined: Wed Dec 05, 2007 4:25 pm
Posts: 1974
Location: Finland
Post Re: Extractor sets
Nah I think tiny t3 extractor kits are cute and they make ada stm kits look more badass.

Also, this would let legacy players snowball even further into their economical lead in the long run.


Tue Sep 20, 2016 2:10 pm
Profile
Contributor
User avatar
Team: Eminence Front
Rank:
Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Extractor sets
I'll let you take care of this one, enk :P

_________________
~DarkSteel / Auxilium
Image
Image

Universe Map: http://www.starsonata.com/map/


Tue Sep 20, 2016 3:48 pm
Profile
Contributor
User avatar
Team: Salt and Pepper
Rank: Councilor
Main: Hober Mallow
Level: 5000

Joined: Wed Apr 09, 2008 3:08 pm
Posts: 3191
Post Re: Extractor sets
I don't know about that Blizz, there's nothing preventing other players from getting these things for themselves. It doesn't lock anyone else out of anything else, its just a grind. It's not based on luck, its not based on using something no one else has... and it creates a back and forth economy and makes it worthwhile to use higher tech kits. People can still choose to use lower tech kits though. Guess we'll have to see what enkelin has to say about this.

_________________
Image
Image
http://www.starsonata.com/suggestions


Tue Sep 20, 2016 4:07 pm
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Extractor sets
tl;dr please

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Tue Sep 20, 2016 4:21 pm
Profile
Contributor
User avatar
Team: Salt and Pepper
Rank: Councilor
Main: Hober Mallow
Level: 5000

Joined: Wed Apr 09, 2008 3:08 pm
Posts: 3191
Post Re: Extractor sets
Add higher tech extractors for all T0 commodities with some that are acquirable by farming W2-W3 AI, while the highest would be Tech 20 ruin extractable extractors. The end goal is to encourage people to use higher tech kits at the end game, while also giving lower level players another thing to farm and sell to higher level players. (In this case they would be tokens used for those extractors.)

Lots of sentences breaking down why he thinks its a good idea with some back of the napkin math thrown in for good measure.

_________________
Image
Image
http://www.starsonata.com/suggestions


Tue Sep 20, 2016 4:31 pm
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Extractor sets
Actually the plan is to make bases able to build basebound extractors for all commods. Higher tech bases will be able to make higher tech (better) extractors. This way you don't need to construct expensive reusable ones if you don't want to.

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Tue Sep 20, 2016 4:43 pm
Profile
Contributor
User avatar
Team: Star Revolution X
Rank: Officer
Main: SunDog60
Level: 6544

Joined: Sun Dec 25, 2011 2:15 pm
Posts: 613
Location: Canada
Post Re: Extractor sets
I'm not a big fan of this idea, I prefer the way it is now, with high tech bases having almost no reason to be built for extraction. If you want your extraction kits to be useful in defense, then you're going to have to spend more slots and money on each one, otherwise they'll be made of paper. I think that's a good trade-off.

_________________
T21 Skills and Dailies Guide - Personal Wiki Contributions - Monthly Wiki Contributions


Tue Sep 20, 2016 4:54 pm
Profile
User avatar
Main: The Shaft of Discipline
Level: 3680

Joined: Tue Oct 07, 2008 6:45 pm
Posts: 1082
Post Re: Extractor sets
Giant Digging Machine. No more effective than a prisoner and a shovel.

Image

_________________
Reddit Space Invaders!


Tue Sep 20, 2016 5:06 pm
Profile
Contributor
User avatar
Team: Eminence Front
Rank:
Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Extractor sets
Every time somebody makes the argument that lower level players can make good buck from higher level ones by grinding X item, I just remind myself of how that worked out with minor Condensers for AT. They love the money at first but later on most hate themselves for selling them, cause it means they have to pay (more) or grind again to acquire them for themselves.

_________________
~DarkSteel / Auxilium
Image
Image

Universe Map: http://www.starsonata.com/map/


Wed Sep 21, 2016 4:56 am
Profile
Team: iwnh
Rank: Officer
Main: iwnh015
Level: 1506

Joined: Tue Jun 07, 2016 9:07 pm
Posts: 176
Post Re: Extractor sets
Pontius123 wrote:
Giant Digging Machine. No more effective than a prisoner and a shovel.


If digging up a shovel-sized piece of resource, absolutely true.


Wed Sep 21, 2016 5:12 am
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Extractor sets
DarkSteel wrote:
Every time somebody makes the argument that lower level players can make good buck from higher level ones by grinding X item, I just remind myself of how that worked out with minor Condensers for AT. They love the money at first but later on most hate themselves for selling them, cause it means they have to pay (more) or grind again to acquire them for themselves.


Also for Honorary Diplomas.

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Wed Sep 21, 2016 5:31 am
Profile
Team: Deep Space Federation
Rank: Operator
Main: Rendghast
Level: 3504

Joined: Sat Jan 03, 2015 12:47 am
Posts: 512
Post Re: Extractor sets
anilv wrote:
Actually the plan is to make bases able to build basebound extractors for all commods. Higher tech bases will be able to make higher tech (better) extractors. This way you don't need to construct expensive reusable ones if you don't want to.


Enk, i am trying not to rage at you again. After yelling at me that my proposals where to carebear, you come up with this? THIS? How does this not hand higher level players Mountains of IC commods for zero effort? The only limiter on the IC systems was you had to spend a fortune in Extractors to get them. At least with my system you have to buy them off newer players.

I am willing to listen here, but this better be one hell of an answer. How does your system limit the wealth growth of older players relative to newer players?

If you do not want to build expensive reusable ones, then DO NOT BUILD BASES the way most of DFS does not build them.

_________________
Image
Image
Image


Wed Sep 21, 2016 11:20 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.