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Post Re: Proposal for Team XP and Team Skills
Fancy-Name-Here/ 30 / Increase workers productivity by 10%

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Fri Sep 21, 2012 1:29 pm
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Post Re: Proposal for Team XP and Team Skills
I'm looking forward to this change. It'll add a new spin to the game and keep things interesting for all concerned.

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Sun Sep 23, 2012 3:27 am
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Post Re: Proposal for Team XP and Team Skills
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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Post Re: Proposal for Team XP and Team Skills
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"

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Sun Sep 23, 2012 10:48 am
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Post Re: Proposal for Team XP and Team Skills
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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Post Re: Proposal for Team XP and Team Skills
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?


Thu Sep 27, 2012 3:49 pm
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Post Re: Proposal for Team XP and Team Skills
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..

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Thu Sep 27, 2012 9:59 pm
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Post Re: Proposal for Team XP and Team Skills
So..this topic died quickly...any update if this goes in with uni reset?


Fri Sep 28, 2012 2:33 pm
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Post Re: Proposal for Team XP and Team Skills
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

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Sat Sep 29, 2012 2:05 pm
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Post Re: Proposal for Team XP and Team Skills
Gotta love admin comminucation....


Tue Oct 02, 2012 2:11 pm
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Post Re: Proposal for Team XP and Team Skills
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

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Wed Oct 03, 2012 8:04 am
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Post Re: Proposal for Team XP and Team Skills
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?

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Wed Oct 03, 2012 11:56 am
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Post Re: Proposal for Team XP and Team Skills
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?

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Wed Oct 03, 2012 8:37 pm
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Post Re: Proposal for Team XP and Team Skills
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

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Thu Oct 04, 2012 12:05 am
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Post Re: Proposal for Team XP and Team Skills
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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