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Seeking ideas how to make PlanetWars more played again while doing [b]MINIMAL[/b] changes.
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Seeking ideas how to make PlanetWars more played again while doing [b]MINIMAL[/b] changes.
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What did you like/dislike about current PlanetWars round?
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What did you like/dislike about current PlanetWars round?
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Would you like to see a more competetive settings?
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Would you like to see a more competetive settings?
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That is enforced clan vs clan battles limited to say max 4v4 size.
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That is enforced clan vs clan battles limited to say max 4v4 size.
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Or would you like it to be more casual with battle winning completely disconnected from planet conquering (for winning you get X land forces to be spent on any planet) and game based on activity only.
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Or would you like it to be more casual with battle winning completely disconnected from planet conquering (for winning you get X land forces to be spent on any planet) and game based on activity only.
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Or did it work fine but you just want a new round?
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Or did it work fine but you just want a new round?
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[b]CURRENTLY DEPLOYED CHANGES[/b]
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[b]CURRENTLY DEPLOYED CHANGES[/b]
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Balancing:
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Balancing:
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* owner of planet does not have to be present for battle to commence
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* owner of planet does not have to be present for battle to commence
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* faction members are always balanced together (cannot be split between 2 sides)
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* faction members are always balanced together (cannot be split between 2 sides)
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*
faction
which
helps
attacker
to
win
the
battle
also
gains
some
influence
-
equal
to
attacker
but
without
ship
and
tech
bonuses.
If
more
than
1
factions
help,
their
gains
are
split
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19 |
*
faction
which
helps
attacker
to
win
the
battle
gain
15
influence
(
only
75%
of
that
if
cc
destroyed)
.
If
more
than
1
factions
help,
their
gains
are
split
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Speedup:
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Speedup:
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* base influence gain 15->25
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* base influence gain 15->25
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* ship influence bonus 1->2
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* ship influence bonus 1->2
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* metal per battle 100 -> 200
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* metal per battle 100 -> 200
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Economy
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Economy
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* planets now generate 1 metal per turn (to owner)
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* planets now generate 1 metal per turn (to owner)
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* excess energy is converted to metal each turn (ration 20:1), metal produced is split according to contribution of energy production owners
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* excess energy is converted to metal each turn (ration 20:1), metal produced is split according to contribution of energy production owners
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