Extra suggestions can't Hurt...
+2
Nomad
Starryager
6 posters
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Extra suggestions can't Hurt...
Producer - New unit that earns 100 Income, and it costs 12,500 per unit.
Engineer - New Unit that earns 150 Income, and costs 20,000 per units.
Techinian - Unit that earns 250 income and costs 30,000 per unit.
I hope you like those suggestions.
And oh, for invansion missions.
Producer 0.5%
Enginner 0.7%
Techinian 1%
Engineer - New Unit that earns 150 Income, and costs 20,000 per units.
Techinian - Unit that earns 250 income and costs 30,000 per unit.
I hope you like those suggestions.
And oh, for invansion missions.
Producer 0.5%
Enginner 0.7%
Techinian 1%
Re: Extra suggestions can't Hurt...
I would say the cost is to low, should be higher.
But as it stands I like the 3 tier system we have now, and dont see much of an advantage to adding to it.
But as it stands I like the 3 tier system we have now, and dont see much of an advantage to adding to it.
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
Re: Extra suggestions can't Hurt...
I just think these new units will be good ideas, it just gives you quicker money earning, but more expensive.
It is up to admin to adjust the costs of those units if he likes my idea.
It is up to admin to adjust the costs of those units if he likes my idea.
Re: Extra suggestions can't Hurt...
not quite sure you're aware of this but kill % got increased for miners and workers.
You can now kill up to 1.1% miners with each hit or up to 0.4% workers with each hit.
so the kill % for your suggested units, even though I will definitely not put them into the game, would have to be around
producer 3-4%
engineer 6-8%
techincian 15-20%
You can now kill up to 1.1% miners with each hit or up to 0.4% workers with each hit.
so the kill % for your suggested units, even though I will definitely not put them into the game, would have to be around
producer 3-4%
engineer 6-8%
techincian 15-20%
Re: Extra suggestions can't Hurt...
im up for the idea
tackless-shadow- Aderan Farmer
- ID : 478
Alliance : Urban Empire
Age : 39
Number of posts : 74
Location : ireland
Registration date : 2009-08-05
Re: Extra suggestions can't Hurt...
no need for the new units
chaos- Aderan Miner
- ID : ???
Alliance : Your Guess?
Age : 33
Number of posts : 324
Location : Atlantis, Pegasus Galaxy, Universe
Registration date : 2008-09-04
Re: Extra suggestions can't Hurt...
Lets expand more units, but more like:
NAME INCOME TRAINCOST DEATH RATE
(miner) 70 10.000 x
Producer 80 20.000 2x
Enginner 90 30.000 3x
Techinician 100 50.000 5x
but the problem is that people making technicians would be massed once and would give up on the game.
maybe have only
Techinician 80 20.000 2x
NAME INCOME TRAINCOST DEATH RATE
(miner) 70 10.000 x
Producer 80 20.000 2x
Enginner 90 30.000 3x
Techinician 100 50.000 5x
but the problem is that people making technicians would be massed once and would give up on the game.
maybe have only
Techinician 80 20.000 2x
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
Re: Extra suggestions can't Hurt...
Admin wrote:not quite sure you're aware of this but kill % got increased for miners and workers.
You can now kill up to 1.1% miners with each hit or up to 0.4% workers with each hit.
so the kill % for your suggested units, even though I will definitely not put them into the game, would have to be around
producer 3-4%
engineer 6-8%
techincian 15-20%
I didn't know it was increased.
But yeah, those percentage for 3 new units sounds pretty fair, as long as it increase your income faster. But that means people will have to build alot of defense to keep their civilians safe.
Re: Extra suggestions can't Hurt...
Well you just showed the problem is 2 fold. 3 fold actually.
1. player makes many tech's for max income
2. player builds big defense to stop farming of big income
3. player gets massed killing all defense and all income and quits/loses intrest
not to mention it gives to large an advantage to non fighters. stat builders and people who roll over and surrender at the first sign of trouble. I think the current system is pretty well balanced
1. player makes many tech's for max income
2. player builds big defense to stop farming of big income
3. player gets massed killing all defense and all income and quits/loses intrest
not to mention it gives to large an advantage to non fighters. stat builders and people who roll over and surrender at the first sign of trouble. I think the current system is pretty well balanced
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
Re: Extra suggestions can't Hurt...
Nomad wrote:Well you just showed the problem is 2 fold. 3 fold actually.
1. player makes many tech's for max income
2. player builds big defense to stop farming of big income
3. player gets massed killing all defense and all income and quits/loses intrest
not to mention it gives to large an advantage to non fighters. stat builders and people who roll over and surrender at the first sign of trouble. I think the current system is pretty well balanced
Maybe just adding producer will be enough, each cost 15,000 per, and income will be 100, and it death will be 3-4%.
I hope it is okay to be a new unit addition.
Re: Extra suggestions can't Hurt...
ok, my biggest issue is not as such with the creation of new income units, which would by itself be a major piece of work which i will NOT be doing.
eventually an alliance will form that doesn't need to fear too much outside threats. They will then dont have to fear getting massed and losing their income units.
That's why farmers make 50 and miners make 70 since 50=~70 esp if you consider AE
In short: not gonna happen, this thing.
eventually an alliance will form that doesn't need to fear too much outside threats. They will then dont have to fear getting massed and losing their income units.
That's why farmers make 50 and miners make 70 since 50=~70 esp if you consider AE
In short: not gonna happen, this thing.
Re: Extra suggestions can't Hurt...
Admin wrote:ok, my biggest issue is not as such with the creation of new income units, which would by itself be a major piece of work which i will NOT be doing.
eventually an alliance will form that doesn't need to fear too much outside threats. They will then dont have to fear getting massed and losing their income units.
That's why farmers make 50 and miners make 70 since 50=~70 esp if you consider AE
In short: not gonna happen, this thing.
Yeah right. Okay, i get it.
What is AE? I never heard it.
Re: Extra suggestions can't Hurt...
if your army size reaches certain value your income per unit will decrease. It's to give smaller players a chance at catching up larger players.
Re: Extra suggestions can't Hurt...
yeah, some players get less then 50% of their income
AE = Administrative Efficiency
look at the "income" link in the command page.
AE = Administrative Efficiency
look at the "income" link in the command page.
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
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