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Posted

Febuary 28, 2007:

  • Turns upped to 15/20 mins
  • Soldier Exchange implemented
  • Weapons Exchange implemented
  • Gold Exchange implemented
  • Turn Exchange implemented
  • 100 gold/soldier every 20 mins
  • Max turns per attack lowered from 15 to 5
  • Ranks now update every 5 mins
  • Money or soldiers can no longer be gained by creating posts or topics
  • Resell value of weapons increased from 75% to 85%
  • Unit Production costs cut 50%

Exchange services are found under Transfer Services by clicking on FC Army in the upper right corner.

Posted

The number of turns seems ridiculous to me...

 

I mean... i woke up this morning and had 250 available turns... and can only use 5 per attacks... :S It's like I have infinite attacks now...

And the 20 minutes delays get you addicted way too much blum.gif You do your stuff, then realise you'll get more money in like 5 minutes, so you wait... put it in bank... attack ppl who got some money too... and so on blum.gif 30 minutes would be fine IMO, plus it would slow down the high turn/gold income rate a bit...

 

My opinion

Posted

Every 1hrs:

500 gold x # of Soldiers

250 gold x # of covert units

125 gold x # of mercenaries

30 turns

 

Every 2hrs:

Production of Soldiers

 

 

Can attack 1 person 10x and spy on them 10x in 24hrs. Can use up to 10 attacks per turn.

 

Lemme know how this works out.

 

 

Edit: I also plan to convert Weapons, Shields, Etc. to Subspace Themed Weapons, Greens, and the such.

Posted
Edit: I also plan to convert Weapons, Shields, Etc. to Subspace Themed Weapons, Greens, and the such.

I was thinking that too, but I came to the conclusion that there just aren't enough items in Continuum to do that. If you got any ideas though, go for it.

Posted

Going to spend the next few days configuring the RPG system to fit more into an Subspace theme.

 

Money -> Points

New Weapons

New Defenses

Etc.

Posted

Syrus, I can think of all items needed:

 

Covert Weapons:

 

Afterburner

Decoy

Rocket

Stealth

Cloak

 

 

Sentry Weapons:

 

L1 Mine

L2 Mine

L3 Mine

L4 Mine

X radar

 

 

Defensive Weapons:

 

Burst

Portal

Repel

Brick

Anti Warp

Full Charge Green

Shields

Posted

Updates

- Winning Games in the Arcade now gets you points. 10 points for every 10 points you score.

- Changed Unit Upgrade Amount. Was getting ridiculous when people we're having 2million+ soldiers. Also dropped prices on them. Increments of 1 unit and 2000 points for next level.

- Now can attack armies 1/5th or 5x your size

- Every 1 hr 1000x units, 500x covert units, 250x mercenaries

 

- Subspace Style Weapons being added.

Posted (edited)

i think you should be able to attack people more because i only have like 10+ warbirds and i cant attack ppl with 100+ lmao hehehe make it that u can attack ppl more than 5 times lol please B)

 

o yeah and i like the suggestions ail gave lol smile.gif

Edited by *rc 1223*
Posted
The number of turns would be fine if it didn't cost you more to attack with the points you have to repair then you make from the money gained.
Posted
That is what stops ppl from attacking so much once they get up in the top 8 ranks or so. They have so many weapons you would have to attack someone who has about 8 million points before it would be worth it.
Posted

Sentry also is what determines if others can see how much stuff you have on the attack screen...get a high enough sentry and no one will know if and when you have points, though your sentry has to be MUCH higher than his spy to create in intelligence blackout. Its no subs!@#$%^&*ute for defense, especially in a small environment like this, but it is important. Example:

 

An enemies offense is slightly lower than your defense. A 1 turn attack reveals to him that if he spent 2mil increasing his offense, he could take down your defense, though he would rather spend the money somewhere else. Suppose at the time you have 6mil out.

 

If your sentry is good, he won't know how many points you have out and won't spend the money building his offense. As far as he knows, the attack could yield no gain and he would rather spend the 2 mil on something else.

 

If your senty isn't, he knows building offense will yield a 4mil profit not counting his new beefed up offense, and he'll attack.

 

Usually offense and defense wins battles while spy and sentry wins wars.

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