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1. Domination War Also Known as Planet Competition7 `7 T9 [+ h; i0 a
4 L/ |" `6 c& Z8 n( J9 {. g7 SAnother competition for the top few alliances. Several of them probably already own that many nodes and fortresses. This will probably have little effect on players who are not in the top alliances as long as it doesn't lead to high ranking players/alliances taking nodes/fortresses from the other players and the buff is not significant. : q: Z% p: M# n y% g- y3 b
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I think it's a good idea to give something to the established players/alliances but don't think it should give advantages for game mechanics (i.e. naming rights for a planet, not buffs). I think this is a bonus that can realistically be obtained by what - largely the top 100 players +/-? But a potential disadvantage for the rest (I'd guess 1,000?). Potentially, this encourages the top alliances to hold (or take from other alliances twice a week) the fortresses, which they already monopolized for maybe the last month? Now that they are once again possible for other alliances to take, you are encouraging them to prevent the rest of the alliances from getting blueprints? I don't blame the top players/alliances for monopolizing the fortresses - that's the what the rules of the game encourage - but I think it discourages the casual player from sticking with this game. As it is now, unless the opening of the new planets is a long time away, I expect to see maybe 100 players total in those planets. That leaves a large proportion (90%?) of the player-base out of the action., P3 f" N' v! f0 _/ K& ~2 d( H
" y5 `3 f$ J* E3 m! B- W+ E' B2. Alliance War
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3 l8 g' A t! }4 X* k8 O- }1 A3 ]( xI think this is fine, with the exception that if wars can be declared unilaterally, this should only work if the alliances are of similar power. A top alliance should not be able to declare war on a weak alliance and get extra military xp. Note that in my opinion, the alliance rankings have nothing to do with how strong an alliance is, so a different measure is needed for this.0 M0 u& [0 o9 G4 P" d6 v
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4. Remove the Shield effect gained from alliance capturing fortresses.
: m1 B- ?' F* ~. K3 H! y& PGood
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# e* n/ Y; T7 @7 j, p) `: |' T6 f6. Fleets action limitation. Players could only transfer and expel fleets if their colonies are under assaulting.
: M4 E$ Q: [, F, A, c3 I$ zMuch better
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5 ]& s) {3 y9 F# o* Y3 [% {5 A' ~7. New ranking system ------ Military Rank, Credit income per hour, Research, Highest commander level and Task score.' i% e, z8 f6 U/ F) p+ I
Improvement7 ] j! z6 D) Z3 E4 q# P$ r7 R
9 M9 i# U3 L' B+ T2 a. @9. Military Rank is applied to ship’s attributes. Higher ranking means more ship armor and damage.
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4 F& E0 Q6 X/ A+ ~4 \8 f! MI'm not a big fan of this. I understand you want to make the arena and battling more important, but this generally provides another advantage to the top players, not an alternative way to gain strength so new players can feel they have a means to challenge. You win battles by having higher research, better ships, etc. so this is typically adding to the advantage of top players. Again, I think providing some benefits and more to strive for to long term players is a good idea, but the mechanics already provide large benefits in battle (research, reinforcing, high level commanders, time and resources to amass large fleets...).! k. D6 Q8 ^- ~- J' w( k
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10. Military XP gained from arena is decreased, but honor points gained from arena is doubled.. Attacking lower Military Rank players would not receive any Military XP.; `: O- p- R. R. z# @5 e( w* i
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Probably a good idea. Double honor points will probably encourage more participation in the arena. Maybe rather than no xp for fighting a lower rank, it should be something like 50% xp and honor for 1 rank lower, 25% for 2 ranks lower, 0 for 3 ranks lower and similar increases for fighting higher ranks. This might help to make more possible matches.
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18. All ships construction time is decreased to a certain degree. . m y8 E9 J P4 H6 J) I
2 V2 m- g# ?6 aI would only reduce the time for larger ships if it were up to me, if I reduced any of them. The smaller ships are fairly fast to build even for me, with mid-level research and ship yards.
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I hope this didn't sound like a bunch of complaining. I enjoy this game and would like to see more players get involved, so I tend to look at the changes from a new player point of view. Plus I haven't reached the point where I don't have to worry about making enough credits to research whatever I want, buy resources and reinforce ships so I can relate to the new players better. My comments are simply my opinion of what will help keep new players from getting frustrated and quitting the game. |