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Rise of Commanders

The followings are the main features of the latest updates:
1 {2 c) F7 l0 R* ORise of Commanders
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4 ^  @& F, h) k' V5 J2 C. _- R1. Extend the max level of ship reinforcement to level 13. Level 13 Ships have 35% boosts to armor. From level 10, upgrading ships to higher level costs rare resources and dark matters which can be acquired from planet domination wars. Reinforcement failure after level 10 downgrades ships to level 10/ D- }: Z: T7 R6 k
2. New tutorial tasks and main tasks.
* M+ n) o& i: g' s' f4 u- R( O( {3. Purple commanders are available now in Base Control
5 o  V  r, b3 ^/ B& A, g4. Add skill system to commander system. Skill books can be gotten from Corsair and planet domination wars.
: O$ P3 j) o+ j: B5. Ships with reinforcement cost maintenance credits per hour. When running out of credits, commanders’ ability to recover power will be disabled.4 a5 g6 G4 Q4 l& d
6. It won’t cost fuels after occupying other’s colony. Instead, it will cost commanders’ power according to the level of missile base and level of lance base in that colony. ?2 [1 a4 j8 W0 K
7. Rewards for winning Dominations wars are abundant, including Dark matter, Gold, Skill book and so on (sent in game mail)0 I0 ]& V) y2 E4 b: f
8. Normal resource nodes can only be raided, no capture button on it after this update. Also normal resource nodes have a maximum resource amount and a growth speed.
& n$ A3 _9 ]) D8 k9. Trade posts Added. Trade posts can only be captured; they are used to establish trade routes to earn credits. Trade routes will be established automatically when trade posts are captured.3 L3 w$ u. A0 X3 f4 ^" R& G
10. Commander Skill System added. There are altogether 8 kinds of skills: defense and attack Scrolls for aircrafts, small, large and super ships, classified into 5 grades, C-B-A-S-Z. Players can buy level B from shops. ' t/ t0 P" O- {2 d. z
11. Synthesize systems added. For instance, synthesize 10 grade B scrolls into 1 grade A. Check this function in your inventory interface by clicking scrolls.
7 b! b/ `  A" @4 _5 S" s12. Some changes on game interface and graphics.
7 g' n8 v2 o0 I5 X4 }& p13. Domination War for Planet Jacot is opened.

can we have formula for the ship maintenance cost ?  also, have you done something to un-reinforce ships ?
) h  I/ _' q) Y- |6 u, gif not, you should really consider implementing this BEFORE you upgrade.
in-game name : DM

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5. Ships with reinforcement cost maintenance credits per hour. When running out of credits, commanders’ ability to recover power will be disabled.

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5 y# F' ?2 y( _% rDoes this mean upkeep costs of equipped fleets, like fuel costs. Or does it mean it will cost for the wh0le (just writing it with zero, because your insult machine sorts it out ) fleet. Will it be possible to unupgrade ship types, because Armor Stat isnt worth it and new player will have an advantage of haveing large fleets. If the credits/h counts for the wh0le fleet.

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better be maintainance for ships under commanders not for idle ships otherwise u will lose half players from game

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if u adding the skill thing DO NOT FORGOT TO ADD INITIAL SKILL TO ALL already bought commanders ingame since new commanders come with 1-2 skills and for sure existing commander will be missing this :-P i can feel it so make it now not after.

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The more logical cost maintenance is to apply it only to fleet the exact same way of fuel consumption.2 N6 |- p8 b- w  p0 r

& s$ D9 T0 ]5 Q0 @2 k8 P+ bSimple, easy to implement and perfectly logical.

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Why should a non-reinforced fleet not cost a penny to run and yet the moment you put extra armour on something it costs money? I strongly oppose to this idea.

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Still here ... Curious to see if U'll manage to make a good game or just bury it forever. 3 \1 l& w6 T3 e3 A  u+ h, w. w
A few things/questions from me regarding the changes to come:$ e5 ]5 m1 Q; u/ h2 j  I* m
4. Corsairs will be even more important than they are right now because of the XP packs ...good or bad, we will see.( c7 D; ]. {# i7 i; G+ Q7 B
5. Not very funny (this should've be added in the same time with reinforcement itself). If the cost applies only for active ships (just like fuel) not for all of them it's ok. But on test server wasn't like this so I don't expect any change.& G2 `) D, @" j7 D* X( I
Formula of the credits cost it's important. Also the players MUST have the possibility to remove some of the reinforcement levels (not all of them in one step). I'm assuming that the cost depends of the levels.( E" S9 l. Q2 t& W
On test server U were able to see only consumption of credits not the overall (gain - consumption). I saw some time ago a post about this so I hope U've done it already although I doubt it. An even more useful thing would be to have an window opening when credits are clicked in the left menu and in that window to be able to see the gain & consumption of credits for each colony, with a total on all colonies.
: X6 Z! I! G4 H% W8. You insist on normal resource nodes so I'm assuming that rare resource nodes can still be captured.
# i9 c/ A5 Z  s9 a" _' e. @( q: aThe change, even if I think it's ok, has a flaw: will make player to think very serious to ... automation scripts. So think about it." t$ V# E# H2 k% W0 L* J
9. How those trade post will be added? Will the maps configuration stay the same and the new trade post will occupy spaces free at this moment on the existing maps or there will be another mess with things moved around? It should be clear why I'm asking this but I will give U 2 hints: see the merge of planets and think about the fact that the places chosen for most of the colonies aren't random but strategical from some point of view.8 w  h$ a2 h3 b& X1 ]* s
10. Maybe not bad although things are getting more and more complex. Personally I'm not sure if I like it but we will see the results. Anyway my question is related to this "classified into 5 grades, C-B-A-S-Z.". How the hell did you choose those letters? Made a lottery with the alphabet's letters or ... ? I'm assuming that they are the first letter of some words but, for a few seconds, think about it: wouldn't have been easier and more meaningful  to make 5 grades: A to E or 1 to 5 or even I to V (roman numbers) than C-B-A-S-Z?' ^, Q' ?, ]0 C0 w! ~  D
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I'm ending my post with a suggestion for developers: PLAY THE GAME! Play it like regular players, different races, no special gifts, treatments, tips&tricks, etc and U will learn and understand a lot of stuff, even if U play it for only 1/2h daily.

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RE: Rise of Commanders

Normal resource nodes can only be raided, no capture button on it after this update. Also normal resource nodes have a maximum resource amount and a growth speed

& Z# \, j, {" `/ n' _' w: yThis idea will sink the game. If we cannot hold nodes for resources, than we will be constantly raiding them for reosurces. This will lead to people running into each other during raids, and it will be uneconomical for anyone but the strongest players to raid, becuase we will lose more resources in terms of ships from running into a higher player than we would get from the node.
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Trade posts Added. Trade posts can only be captured; they are used to establish trade routes to earn credits. Trade routes will be established automatically when trade posts are captured.

: ?; `* \( e( H6 s% u: f; Z: {This will limit the amount of trade routes overall. New players will have no way to earn credits, becuase it will become the same situation as the level 7+ nodes. They will all be held by the top players. + R& r2 c- T0 ~1 Q- Z! {
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Both these ideas should not be implemeted. It will make the game almost impossible for new players to even begin to play. I say just scrap these ideas, and forget about them. I can promice that if they are added, many, many players will quit, myself included.

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1. Extend the max level of ship reinforcement to level 13. Level 13 Ships have 35% boosts to armor. From level 10, upgrading ships to higher level costs rare resources and dark matters which can be acquired from planet domination wars. Reinforcement failure after level 10 downgrades ships to level 100 n: n7 r% U; E
This sounds like something that will just increase the gap between the powerful and newer players, providing another disincentive for new players to stick around, and not really accomplishing anything for old players. Since the dark matter, etc. is unknown, as is what domination wars will be since nodes can't be captured, it's hard to tell what the effect will be.  Additionally, the maintenance costs are unknown, so again it's hard to tell if this is good or not. But my initial reaction is that it is not an improvement as I'm guessing it will not relieve the boredom of old players for long and will discourage new players.
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2. New tutorial tasks and main tasks. 3. Purple commanders are available now in Base Control  ok
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$ Y6 P* n9 f* ~) e1 ~( t0 y$ G: C' @4. Add skill system to commander system. Skill books can be gotten from Corsair and planet domination wars.  + K0 \* X: q2 J1 w& [6 l' N" y9 Y

- \7 g' x* B" v- @6 v2 Y) q4 \0 dNot enough detail to really know what this means, but domination wars (and corsairs to some degree) are primarily the top few guilds (high level players) so I'm skeptical that this is an improvement.  More complexity, more things that a new player can't take part in will not re-populate the server.$ M+ S( U% k% i" h( v3 E, V& s
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5. Ships with reinforcement cost maintenance credits per hour. When running out of credits, commanders’ ability to recover power will be disabled.
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% c9 J+ T7 R* g" K0 ^I somewhat like having there be a cost to make additional improvements, so from that perspective this might not be bad. But I'm not on the test server, and things may be changed before implementation anyway, so it's hard to tell.  Not enough detail to have an opinion. An option to get rid of the reinforcement on a ship should be provided. Or maybe an option, if you've done reinforcement on a chasis, to build ships with or without the reinforcement - kinda like an armor module, but just a checkbox to use the reinforced hulls (at whatever level you've gotten it to, or the standard hull.
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6. It won’t cost fuels after occupying other’s colony. Instead, it will cost commanders’ power according to the level of missile base and level of lance base in that colony
6 t8 A4 [1 d* h/ a8 oNot sure what to think about this one." J7 n. g" [; i( x. E( i: S
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7. Rewards for winning Dominations wars are abundant, including Dark matter, Gold, Skill book and so on (sent in game mail)
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) Z! O! t3 Q. T3 ]7 LI don't know what domination wars will be now that nodes aren't able to be captured.  If it's anything like the old version, it's just for the top few alliances anyway. If that's the case, I oppose adding more things that increase the power of players that essentially only members of the top alliances can get.  In my opinion, this is the major reason this game is losing players.
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+ I' M2 B# k: K8 d2 d1 j8. Normal resource nodes can only be raided, no capture button on it after this update. Also normal resource nodes have a maximum resource amount and a growth speed.
, m; v0 ^# N) z% r" Q4 z0 WThis sounds like another game I played a few years ago - their "nodes" could be used for raiding, but it took them awhile to build up the resources. You could raid them for xp as much as you wanted, but it was something like once every 8 hours for full resources. If someone else had raided them recently you wouldn't get enough to pay for your losses in the raid. Not enough detail to know exactly how this will work, but if there are no resources available for awhile, it's not much better than not having nodes.
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& e/ t) X7 l! O6 M. g3 @9. Trade posts Added. Trade posts can only be captured; they are used to establish trade routes to earn credits. Trade routes will be established automatically when trade posts are captured.
* k8 `3 o, L" D! z9 _- hIt seems like this is potentially just switching the problem of not having nodes available to not having trading posts available, for credits, and from not having nodes available for resources to having empty nodes available for no resources.  More things on the map, but no real change?
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10. Commander Skill System added. There are altogether 8 kinds of skills: defense and attack Scrolls for aircrafts, small, large and super ships, classified into 5 grades, C-B-A-S-Z. Players can buy level B from shops. 4 V# ]! E: p# `; @+ M3 |  K; j. T
More bonuses, more things to farm, but no real change in the game: strong players in strong alliances quickly and easily get the new stuff, and the new players can't participate? It depends on how the scrolls, etc. are obtained.8 [9 z" d( v5 }) l2 D+ b
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11. Synthesize systems added. For instance, synthesize 10 grade B scrolls into 1 grade A. Check this function in your inventory interface by clicking scrolls.
) b% }/ K+ T+ P$ l3 p3 X, H$ vAgain, not enough information to form an opinion.
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3 R7 d1 }* x4 B: q1 E* d" u12. Some changes on game interface and graphics.   ok& C; W: l# x9 Z9 M5 M7 S8 X

" q" t; |* k- W13. Domination War for Planet Jacot is opened. I'm not a big fan the domination war anyway.

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