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next rd suggestions per Admin request

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Post by Nomad Mon Sep 06, 2010 2:15 pm

Admin wrote:this is the reset guys, propose some reasonable suggestions and we may be able to work something out to get more fights.

1.MORE FARMS

2. Increase AT production more the ST production. I stay out of AT but never got below 1000 ST

3. Change at/st cost per attack

4. MORE FARMS

5. Much higher launch point, as in maybe start with 10K men or even 25K.

6. Construction cost/ launch point, decrease the cost and increase the training and weapons facilities launch point

7. Change raiding as it is, its causing to large a gap. Yes more screen time should equal better benifits and faster growth, but if the gaps to large its useless.

8. Rework Slaves and civilians, maybe incorperate a new raiding system with it.

9. MORE FARMS

10. Maybe an increase in income from income units, and a sever decrease in the deathrate of the higher income units. Possibly make them where they dont die from attacks, but stop working for a time? Farmers that would have normally "died" just stop working for 1 day, Workers stop for 2 days, and miners stop for 3 days. Any income unit in this "state" can not be untrained or moved and must wait out the "down time".


Anyone else?


Last edited by Nomad on Mon Sep 06, 2010 2:22 pm; edited 1 time in total
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Post by Admin Mon Sep 06, 2010 2:17 pm

Off the top of my head, no free units each turn.
Once a day you can click a button and "order" reinforcements to come in 24 hours (each race can get from any class, but obviously getting your specialized class will get you more units)
Supers will be removed, normal soldiers training cost to same level as spies
Untraining for military units will be removed

Civilians and slaves will get a rework. The concept is something I want to work on, but not in the current form.
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Post by kingkongfan1 Mon Sep 06, 2010 3:20 pm

This is more of an observation/Question than it is a suggestion, so move it if needed...

I just noticed this morning that although everything else is at 4X speed on reset, (As I recall it was to simulate 1 years growth in the 3 month length of the round) the number of market trades we get each day is still as it is on main. & as I see it the market trades should have been given at 4X speed as well... At this late time in the round, it really doesn't matter. maybe there was a reason given for not speeding up the market trades & I missed it, sorry if this is the case...
My Question is in 2 parts;
1) will the 4X speed carry over to the next round? (fine with me either way)
2) if the 4X speed is carried over, will the market trades be moved up to 4X speed as well?
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Post by Admin Mon Sep 06, 2010 3:26 pm

I do not have an answer about that as of this moment.
The 4x speed causes some issues which I do not like:
one of the things being, you have to farm 3-6 times a day in order to keep up with everyone
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Post by Nomad Mon Sep 06, 2010 3:45 pm

higher launch point and slow it down? maybe just X2?

possibly seed the inactives to 1/5th? of the average active account?
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Post by Admin Mon Sep 06, 2010 4:14 pm

Nomad wrote:higher launch point and slow it down? maybe just X2?
possibly seed the inactives to 1/5th? of the average active account?
reason why i couldn't seed the inactives is that it'd only end up with me banning people.
someone would let their starting kuwal or units get stolen by a friend, etc.

I dont think we need armies in the millions to have an interesting reset.
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Post by Nomad Mon Sep 06, 2010 4:32 pm

Admin wrote:
Nomad wrote:higher launch point and slow it down? maybe just X2?
possibly seed the inactives to 1/5th? of the average active account?
reason why i couldn't seed the inactives is that it'd only end up with me banning people.
someone would let their starting kuwal or units get stolen by a friend, etc.

I dont think we need armies in the millions to have an interesting reset.

no no no

When I say seed, I mean an actual seeding, not a resource dump.

Every 2 weeks bump every inactive accounts unit production by XX amount.
Every 2 weeks train ALL units into income units or place a set amount of income units on every inactive account.

This mean no massive resource dump, but a slow increase in farmage. If an account becomes active then they are still WAYYYY behind the actives, but not starting from 0 and have actual farms they can use to grow.

Resource dump = bad
seeding = good
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Post by melonhead Mon Sep 06, 2010 10:07 pm

Why get rid of the 4x speed because you have to farm more? Wasnt that the point of reset? To make a faster paced enviroment with more hits?
If that stops then increase income and decrease uu research cost, or you will just have a resetting boring version of main.

Also i agree with the suggestion of getting rid of alliances on reset, too little player base, farming policies on reset are sily because there is not time for diplomacy like main. and when you have 2 or 3 alliances with 30 players in a game... that limits the possibilities for hits..
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Post by Nomad Mon Sep 06, 2010 11:11 pm

melonhead wrote:Why get rid of the 4x speed because you have to farm more? Wasnt that the point of reset? To make a faster paced enviroment with more hits?
If that stops then increase income and decrease uu research cost, or you will just have a resetting boring version of main.

Also i agree with the suggestion of getting rid of alliances on reset, too little player base, farming policies on reset are sily because there is not time for diplomacy like main. and when you have 2 or 3 alliances with 30 players in a game... that limits the possibilities for hits..


I'm all for increasing income as my suggestion have been on ways to do that, and yes i asked for lower costs on constructions, and agree with lower costs on UP as well.

The main problem with the 4X speed is raiding, and the gap that appears between those with 2 or 3 hrs a day to play and those with 8 to 10 hrs a day to play.
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Post by kingkongfan1 Wed Sep 08, 2010 11:52 am

melonhead wrote:
Also i agree with the suggestion of getting rid of alliances on reset, too little player base, farming policies on reset are silly because there is not time for diplomacy like main. and when you have 2 or 3 alliances with 30 players in a game... that limits the possibilities for hits..

I kinda like this Idea of getting rid of Alliances on reset, as so far with the small playerbase actively playing reset, the situation we have now is one giant alliance threatening the rest of the server... & the "farming Policy" that has been put out is completely unrealistic... So I say that until the playerbase increases on reset, we call a halt to both Alliances & policies, or else we can continue with the 1 person hits a player, & 8-10 players gang up on the 1 person situation that has formed,...

Now, when/if, the playerbase increases then we can rethink the whole alliance situation... JMO.

**EDIT**

Been thinking about this all day since I posted the above suggestion, & remembering that Admin is supposed to be Tweeking reset a bit, I believe I have changed my mind on this... I would like to see the changes coming to reset before I agree with this...

**Walks away shaking head as Nomad yells "Make up your mind already"**


Last edited by kingkongfan1 on Wed Sep 08, 2010 8:45 pm; edited 1 time in total (Reason for editing : more info...)
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Post by Nomad Thu Sep 09, 2010 12:41 am

Make up your mind already Kong!

I suggest no upper limits to ST and AT, how many can you really save in 3 months? and what shape will you be in if you did?


Radical Idea I have had for along time but can't make it work,,,Give spies and assassins weapons, but they must be low leveled weapons like the knives/swords and pistols (with silencers of course). These weapons must be small and quiet to be used but allow them to attack strike and defense as well.

I never could make it work but there it is if anyone can do anything with it.
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Post by melonhead Thu Sep 09, 2010 5:27 am

good idea with wepons and spy ass i say give them specialized weapons with high research costs, thus giving another thing to spend on and increase the stats.
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Post by Nomad Fri Sep 10, 2010 1:34 am

Clean all MOTD on reset when a new round launches, dont copy them over from main.



Allow attacks through realm alert settings, or auto kick it off when commencing an attack.
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Post by Kenzu Fri Sep 10, 2010 9:12 am

How about speed is 2x of normal server. if You need to log in 2 times a day in main, you must log in 8 times on reset, which is a bit extreme and a major turn down for most players.

2x speed would be much better I guess.



I think everyone started with 10k already.

I say the strengths of weapons and strengths of research will be same, start at 100 and grow by 20 per research.

knife 100
pistol 120
smg 140

also, all players start with 10.000 population out of which
2.000 spies, 2.000 assassins, 2.000 attack supers with knives, and 2.000 defense supers

starting weapon is knife 100 power supers give 1 power so armed units is 100 power
spy action 100 / spy
assassin action 100/ assassin

Also get rid of regular troops, keep only supers and change training cost of all military units to 50.000

And weapon costs should be 50.000 for each weapon growing by 10.000 per upgrade (to make sure 1 point costs the same)
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Post by kingkongfan1 Fri Sep 17, 2010 12:00 pm

here is something to consider,,, if the "train attack supers(defense supers) into defense supers(attack supers)" option is going to be carried over to next round... can it be fixed so that when you do this the super takes his weapon with him in the transfer?

Example- I trained 10,000 armed attack supers into defense supers, when they finished, I had 10,000 unarmed defense supers that I had to arm, & 10,000 attack weapons with no attack supers...

JMO...

**EDIT**

reread the entire thread again, & found...

Admin wrote:
Supers will be removed, normal soldiers training cost to same level as spies
Untraining for military units will be removed.

I kinda like this Idea, & would like to see it in action, so if this is implemented, then forgetta bout my above suggestion... lol... JMO...



Last edited by kingkongfan1 on Fri Sep 17, 2010 1:57 pm; edited 1 time in total (Reason for editing : info,info,info...)
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Post by melonhead Sun Sep 19, 2010 7:39 am

This one has been said before, but now I have been thinking about it and must agree.

With the 4x speed the rate of market trades should be increased, for the reason of banking.
As of now in reset I make alot of money but have only a select few things to spend it on, research for the next weapons and spy assassin are out of my reach only due to the fact I could not possibly store enough kuwal to get them.

I have been using reserves to increase my bank size and adding as many income units as I can afford to have... but at this rate I will never be able to gain such a size as to get the next levels before the end of reset. With increased trades we would be able to increase the size of our banks thus furthering our opportunities.

As income is increased 4x bank sizes should reflect this, or at least increase market trades to give us a chance to do so our selves. If next round is going to be sped up, consider this seriously in your updates.
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Post by Admin Sun Sep 19, 2010 1:51 pm

as I said, i will probably get rid of the 4x speed thing and look into other methods of speeding it up in a non-have-to-login-every-3-hours-otherwise-you're-screwed way
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Post by nobel Sun Sep 19, 2010 4:47 pm

Admin wrote:as I said, i will probably get rid of the 4x speed thing and look into other methods of speeding it up in a non-have-to-login-every-3-hours-otherwise-you're-screwed way

Thanks so much. This is the main reason I gave up playing Reset.

I look forward to the next round though.

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Post by Manleva Thu Oct 14, 2010 7:30 am

Some suggestions.

1. Limit Alliance size
2. Remove UP, replace it with a set amount of units and add a pool of units from which additional units can be purchased. Pool is reset every tick.
3 Add some buildings for units to be housed in. You then need to upgrade the buildings to allow for increasing of unit capacity.
4. Alter the bank and make it a building that needs to be upgraded to increase it's capacity and remove the increase based on population so that upgrades must be purchased.
5. Remove automatic registration. This could become a choice that is maid when first registering eg which servers do you want to register on and add an option to allow for registering for other servers at any time.
6. All registered accounts should generate income.
7. Add some small base accounts that reset their income every tick.
8. Rather than making the round a fixed length base it on reaching and holding a set criteria eg to win an alliance must reach xxxx power and maintain it for xxx period.
9. When the round ends suspend all action for a fixed period but allow logins so that players can check out where they ended up.

Just a few thoughts from some who is used to playing reset games. The basic ideas here are to make more Kuwal available for raiding and to make it more necessary to raid to get money for upgrades.

A finishing target means that there is something to aim for and having to hold it for a set time means that there is the opportunity for others to take action and increase competition.
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Post by Nomad Thu Oct 14, 2010 12:00 pm

some good ideas, and some I think may be bad, I'll explain

1. fully agree

2. interesting idea, but unless there is enough for everyone to purchase what they want then you are catering to those with the most advantage already, those with the most screentime. Thats whats good about UP, it runs even if your not at the PC, those with 1 hr before work and 2 hrs after work might as well not even play as they can only buy 6 turns of UU whils someone whos got a job around a PC can buy 8, 10, 12 hrs of UU.

3.not for or against it, it has worked in other games

4. i kinna like this as it means someone can stay small but still have the same bank as the biggest guy so has the same oppurtunity for reseach and tech increases,,,, not entirely sure it will work here tho

5. A-men, prolly the stupidest idea in reset, 90 pages of no income generating accounts to look at.

6. A-men, same as above

7. I don't understand this, I think you mean make AI farms, non player farms. I'm not against that since it seems resets playerbase wasnt but about 20 to 30 people, but why reset it per turn? they will be farmed regularly as it is so I see no sense in resetting it. This also highly favors those online all day as they can find those farms and bleed them dry for hours a day where a working man/school kid has but 2 maybe 3 hrs to benifit from them

8. This is one I dont think will work as players will abuse it. We already know that only 1,2 maybe 3 alliances will even exist, plus as the first round of reset proved the strong from the start will be strong till the end. What was a goal that took 3 months in 1 wave may take 6 weeks in the next. Maybe AFTER 3 months, or say 2 1/2 months then set the goal, but overall I think this idea is doomed to fail

9. I think someone mentioned you can see the ranks from the log in page, maybe just add achievement points there? the idea is a good one tho.
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Post by kingkongfan1 Thu Oct 14, 2010 1:15 pm

Spoiler:

Not sure about #8 but the rest sound good to me lol... good thinking Manleva...
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Post by J1nx Thu Oct 14, 2010 3:50 pm

#8 'to win an alliance must reach xxxx power and maintain it for xxx period'

This worked very well in another reset game Manleva and myself both used to play... it allowed the player base to influence the end of the reset and in a sense how long the reset server would last (attacking the top alliance allows the next highest alliance to get closer which in turn results in war involving several alliances... atm the reset server is just a netting game: who can train the most units and then not use all those units). The alliance/player in 1st should be tested of their mettle so that when they win they have proved themselves worthy of the win.
In order to ensure this system wasnt abused there were certain restrictions such as: each alliance was restricted to a certain number of members, nobody past a certain power threshold was permitted to join an alliance (to prevent all top ppl hopping into 1 alliance and resulting in a quick and uneventful ending) nor were they allowed to leave (preventing spies from sabotaging an enemy alliance from within, a trick used quite often).
I played many many rounds of this other reset game and it formed a very strong and loyal player base, it works without a doubt.

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Post by kingkongfan1 Thu Oct 14, 2010 8:33 pm

Spoiler:


Interesting,,,
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Post by Kenzu Thu Oct 14, 2010 9:18 pm

J1nx wrote:#8 'to win an alliance must reach xxxx power and maintain it for xxx period'

This worked very well in another reset game Manleva and myself both used to play... it allowed the player base to influence the end of the reset and in a sense how long the reset server would last (attacking the top alliance allows the next highest alliance to get closer which in turn results in war involving several alliances... atm the reset server is just a netting game: who can train the most units and then not use all those units). The alliance/player in 1st should be tested of their mettle so that when they win they have proved themselves worthy of the win.
In order to ensure this system wasnt abused there were certain restrictions such as: each alliance was restricted to a certain number of members, nobody past a certain power threshold was permitted to join an alliance (to prevent all top ppl hopping into 1 alliance and resulting in a quick and uneventful ending) nor were they allowed to leave (preventing spies from sabotaging an enemy alliance from within, a trick used quite often).
I played many many rounds of this other reset game and it formed a very strong and loyal player base, it works without a doubt.

I like Manleva's idea very much!
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Post by Nomad Fri Oct 15, 2010 12:21 am

but can it work with this limited player base?


I'm all for trying it, but I think presently it is doomed to die for lack of players, and lack of understanding of how the system works which your speaking of

I mean you say you can join, nor leave an alliance at will, thats a bit confusing TBH
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