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Posted

Rather than create a 10 question poll, I'm thinking its best to come up with a positive plan for next round, and then give a yes/no vote on it.

 

The overall goal is this: To have transfer as an effective teamwork tool, but would not add an impetus to create super accounts.

 

First off, Turn Transfer is going away, as it gives too much power to the super-raiders.

 

Ofcourse, that would mean defense and covert specialists would once again have a ridiculous amount of turns with no use. My thought on the matter is to multiply everything related to turns by 100 or 200 or so, and adding a turn to untrained unit converter. Thus a defensive player would be devoting more resources to extra unit production. This would not change green-grab attacking at all, max turns per attack would also be multiplied, so it would take just as many hours to carry out the same attack as it does now. This would make it cheaper to carry out a 1-turn attack or m!@#$%^&* though, though the current turns costs of those actions is already insignificant.

 

Secondly, I'm thinking of removing soldier transfer, but replacing it with mercenary transfer. Thus, it would still be possible to reinforce a friend by giving them weapons and mercs, though the giver cannot transfer his income, which means that doing so would leave a lot of greens open for attack. This would hinder the strategy of building a super-fortress with an inpregnable defense where all income is generated. Instead, the superfortress could be built, but doing so would create undefended farms which can be harvested by the other clan.

 

As for dealing with the super-raider account in which the whole clan diverts the whole offense to one person. First off, this is already hindered by the lack of turn transfer. It is also hurt by switching to mercs, as offensive players tend to lack the UP to have soldiers for every weapon. Additionally it is hurt by the fact that not all of the other clan's income will be in a super-fortress. Still, I don't know if this enough.

 

So, tell me what you think, and then I'll come up with the final plan.

Posted

This will be my last round of ss rpg,so I don't have to much in put into the whole transfer thing.

 

I would just remove transfer all together.there is enough teamwork that can be done with out using transfer.have everyone focus on one or two things rather than go for all four attack/def/spy/sent ,and make there defense person there commander so he can just click each day and get 1000s of soldiers .

 

Or limit the amount of cash/turns/weapons/soldiers that someone can transfer,and how many times he can do so.

 

On another note,you should do something about mercs having no affect on your income(as we can see from falc).Maybe have it so you can only have 5 mercs per 20 soldiers or something.

Posted
This will be my last round of ss rpg,so I don't have to much in put into the whole transfer thing.

 

I would just remove transfer all together.there is enough teamwork that can be done with out using transfer.have everyone focus on one or two things rather than go for all four attack/def/spy/sent ,and make there defense person there commander so he can just click each day and get 1000s of soldiers .

 

Or limit the amount of cash/turns/weapons/soldiers that someone can transfer,and how many times he can do so.

 

On another note,you should do something about mercs having no affect on your income(as we can see from falc).Maybe have it so you can only have 5 mercs per 20 soldiers or something.

 

 

If this is your last round that was way too much input for us. I would appreciate everyone transfering me everything they can, attack turns especially so I can waste rasta and his cronies... thanks!

Posted

Mercs already don't affect income. Also, I can't put a merc-pop cap in due to the core lacking that feature. If it was available I'd put it in immeadiately.

 

Also, limits on transfer can't be put in either.

 

tasta may have a point though...the game is getting old fast, and it might be better to screw transfer and spend my time worrying about the V RPG.

Posted
rasta may have a point though...the game is getting old fast, and it might be better to screw transfer and spend my time worrying about the V RPG.

 

the reason why its getting old is because theres simply not enough compe!@#$%^&*ion its The gods VS Lollerskaters, we need more players! blum.gif

Posted

remove transfer, replace the merc income penalty.

 

If you can add a transfer of mercs back to the pool so you can fire some.

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