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Member
Main: Evo
Level: 34 Joined: Sat Jul 31, 2010 4:58 am Posts: 2150 |
Fancy-Name-Here/ 30 / Increase workers productivity by 10%
_________________ Original Sybir /GodSteel My custom shader ┌∩┐(◣_◢)┌∩┐ |
Fri Sep 21, 2012 1:29 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
I'm looking forward to this change. It'll add a new spin to the game and keep things interesting for all concerned.
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Sun Sep 23, 2012 3:27 am |
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Main: None
Level: 0 Joined: Wed May 02, 2012 10:21 am Posts: 992 |
syberian wrote: Fancy-Name-Here/ 30 / Increase workers productivity by 10% I have yet to read this thread properly, tho I know that team scores reset every universe. Does that mean any invested skill points reset as well? In light of that question, I must say I love this idea. It would basically mean that a low level team could choose to build a Rhino in the normal time in their own team, or pay a more skilled and bigger team to build it in faster time. Go Sybir! Edit: Upon reading Jeffs post, I can see that team skills most likely does not reset. With that information on board, I must say that the increased worker productivity should be hardcapped at some point, and that its cost should be considered carefully. Even 10% increasement is a ton. And to just predict the predictable: This is Star Sonata, a change like this will make room for a huge amount of abuseable bugs! |
Sun Sep 23, 2012 4:04 am |
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Member
Team:
Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
Thermal... 30 points for one skill would take about 40 days for the largest teams to acquire, and when GC and Roster are two of most important skills to get, increased worker productivity is on the last of peoples list lol trust me.
Every time you get a skill it costs more the next time you get it, that is the "cap" _________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Sun Sep 23, 2012 10:48 am |
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Team:
Rank: Councilor Main: Llessur Level: 3913 Joined: Sun Nov 20, 2005 4:26 pm Posts: 902 Location: Feilding, New Zealand |
TheKC wrote: most of those "features" are new restriction to teams, which can be outruled over time right ?.. whats the point ? And progressing costs seems another bad idea, in the longrun all the teams after 2+ unis will be more or less the same too ? Not to mention that some of those "skills" have reduced utility at higher levels. So at the end we end up with all established teams ignoring most of the new restrictions thanks to their skillpoints spend, and the new teams will be either screwed.. or sitting in CG gathering points too dont caring about it at all. Whats the benefit ? i only see restrictions. (in general, i dont want anyone to come up with "but u can get +100k shield on this and that base") I have to agree with this it does impose some restrictions on areas which are currently free of artificial restrictions. The real losers in this are the mid level and new teams as the restrictions are very real for them. This is NOT a good idea. Eg limiting gals is going to mean some players miss out on galaxies, if you are a builder you need several galaxies to support end game play. If you don't get them you have little incentive to continue playing. Most of us builders have multiple accounts, if you limit galaxies there will be no point in subbing the extra accounts. |
Sun Sep 23, 2012 8:21 pm |
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Main: E11inium 4
Level: 2115 Joined: Fri May 19, 2006 9:18 pm Posts: 1290 Location: MA, USA |
If all this is meant to push low-high level players into one team to increase activity, wouldn't we just end up with 2 or 3 superteams?
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Thu Sep 27, 2012 3:49 pm |
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Member
Team:
Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
ellinium wrote: If all this is meant to push low-high level players into one team to increase activity, wouldn't we just end up with 2 or 3 superteams? no? with this system it would take a couple years to even double the amount of players you can have on your team, and thats without spending your TSP on anything else but Roster.. _________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Thu Sep 27, 2012 9:59 pm |
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Main: Capt Cool
Level: 0 Joined: Sat Oct 25, 2008 9:51 am Posts: 1112 |
So..this topic died quickly...any update if this goes in with uni reset?
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Fri Sep 28, 2012 2:33 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
i like the idea, but as been said before it needs to be changed
as for RE we think we will take ~30-50 gals next uni, if we are limited to 30 and the connector gals are still the same, we have to wait long before we can really build what we wanted to build, not to mention big teams Roster: hard cap it at some point (300-500?) can always be changed if SS gets more players, and give it more slots Home defense: shield bank is not very useful in BvB, make it something like: +0.5% damage, shield regen, RoF and range. i think teams will like that more and it wont be OPed since its just for 1 base Home field advantage: maybe good for low lvl teams, but those wont build in WS layer so the gals can be owned Intelligence Network: same as HFA Galactic Control: been said before needs to be rethought Fortified Outpost : same as HD maybe let it run first a few weeks on test server so we can play around it and see if things have to be changed, and then put it live _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Sat Sep 29, 2012 2:05 pm |
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Main: Capt Cool
Level: 0 Joined: Sat Oct 25, 2008 9:51 am Posts: 1112 |
Gotta love admin comminucation....
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Tue Oct 02, 2012 2:11 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
still waiting 9 days on a ticket from baggee
2 weeks from a PM from jeff bug reports at least take only a few hours forums? both dont know what they are <3 any other admin _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Wed Oct 03, 2012 8:04 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
We are working on getting the new team score components in for the next uni. The team skills would be the uni after that.
I do kind of agree that the skills that are limiting what is currently limitless (e.g. number of ownable galaxies) are a little bit weak. Maybe if we had a few more ideas on good team skills we could do away with some of the weaker proposed ones here? _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Wed Oct 03, 2012 11:56 am |
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Member
Team:
Rank: Main: Kyp Level: 3482 Joined: Mon Oct 25, 2004 8:49 pm Posts: 1172 Location: my desk |
JeffL wrote: We are working on getting the new team score components in for the next uni. The team skills would be the uni after that. Would that mean we'd start earning Team Skill Points next uni? _________________ Pies are yummy. |
Wed Oct 03, 2012 8:37 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
hope so, that way we can start uni after it with the skills so we donthave to buy to get more then ~ 30 gals or w/e the standard will be
_________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Thu Oct 04, 2012 12:05 am |
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Main: Capt Cool
Level: 0 Joined: Sat Oct 25, 2008 9:51 am Posts: 1112 |
ugh...can you atleast up the player limit on a team to like 200?
Theres ppl on a team that got 20 alts by themselfs...this would please alot of ppl.. Atleast give us something to get more ppl on a team before the reset.. |
Thu Oct 04, 2012 12:01 pm |
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