Repulse 2012-02-18 |  | Shock paddles to GC |  | I started playing this game in 2004 and left in 2007 I recently came back...disappointed.
My suggestions for bringing this game back to life.
raise newbie protection to 20,000 PR because your empire cant do anything below this. Also, make researching directly related to the turn generation. RT should have to spend more time researching vs Slow should spend less time, this goes for all severs.
People leave this game to early, because of the amount of turns initially devoted to research. If Stephen wants to make more money, make the game more appeasing to play in the beginning. Than maybe the admins could start making money!
Does anyone feel the same?
Will this fall on deaf ears, Guides? Admins? Stephen?
Am i wasting my time? |
|
RauLeCreuset Game-Guide 99+ day(s) ago | Ste finding the code, ste changing the code, code changes and affects other things because ste coded everything all weird in the first place, massive issues.
Or like the 100`s of times we see a problem, tell him, and he `fixes` it. And ends up causing worse bugs. |
Repulse 99+ day(s) ago | Also response to Evil`s comment (Irony)...older empires do get something out it. It would bring more players to the game, which gives me more people to attack instead of Uberpansy! Which leads me to another point! MORE PEOPLE, MORE PLANETS, MORE FUN! at the same time making Stephen more money!!!! <----best point.
Im not a computer guy but I doubt raising newbie protection would be all that difficult, change a few numbers and done....except for maybe searching the code...which also goes for ship research turn requirement.
Problem solved, Problem staying solve...Rangers lead the way. |
UberPansy 99+ day(s) ago | The thinking behind an expanded newbie protection would be to provide an actual safe zone for new players to get acclimated. Newbie Protection as it exists now is a misnomer; in practice it provides free dp for 1 planet empires or experienced players who are doing research.
Over the long haul SFGC provides great returns for established empires, but new players don`t last long enough to experience the addicting cycle of trading turns for progress. Planet gains are a tangible sign of growth that the new player can immediately take pride in. |
Apollo 99+ day(s) ago | if the admins are able why not make a banner that says "all new players message (proxy admin account) to recieve free 7 days paid status" |
Repulse 99+ day(s) ago | Got it. The idea`s need some tweaking, the whole idea is to not have new people ditch the game after 2 days. Most people in real life have jobs and families, to where they cant play for 10 hours a day. If you can keep interested in the game then in theory it should generate more revenue for Stephen.
When I was talking about making research require less turns based on the turn generation, I didnt mean infrastructure research. I should have been more specific. I was just talking about ship research. |
EvilAbadayos 99+ day(s) ago | I would flat out refuse both suggestions. Whilst they may sound/look good at the start look into them a bit more...like so:
Boosting NP to 20k PR.
Pros:
-You can have a decent income or semi decent incomeup to 19,999 PR (you cant do this with 4,999 PR).
- You wont get hit as soon as you explore your 5th planet, instead you can explore to about 12-14 planets + scouts
- Easier to build a low PR low pr player hitting `stack` to 19,999 with dummies if your a 1 planet empire and have no worries about being hit.
Cons:
- Starting out Maru and Collective will find starting out almost impossible due to 50k starting funds not being enough for the inital hit thus making them have to wait longer to get their first set of colonies for income (collective are screwed bad enough due to mineral requirements for their ships, Maru don`t need minerals for their initial ships)
- People will be less inclined to fight igf they know they can sit in extended NP.
- There are more but I lost my train of thought.
For your research thing it is a decent idea, but then consider the players already with high/max infra levels on the TB servers (if there are maxed players around on the TB servers anyways.) They get nothing out of it for all their additional turns invested where as another empire gets a much easier, almost free, ride to infra levels.
Considering infra levels cannot be granted they cannot be compensated (if it was even decided to be given) and artifacts as compo is just silly as TB servers rely on arti stockpiles generated over months/years to do things like UWs and stopping UW`s...or just cluster farming people.
It`s a good idea but not gonna happen sorry, too many glaring flaws and more than likely many more hidden in there and the community fall out would be crazy enough to make stephen TOTALLY avoid GC...even though he does avoid GC like the Black Death already. |
Bowser 99+ day(s) ago | I don`t like either of your ideas. Raising NP would hurt the non-explore races especially starting out. There isn`t anything wrong with research taking longer on the slower servers, that is the point of them, turn restriction.
However I promote anyone trying to help get the game more alive. |
CharAznable Game-Admin 99+ day(s) ago | While i don`t dislike your suggestions. i think there are far more pressing issues that require stephen to code or actually acknowledge GC existences...but sadly Stephen refuses to touch any coding having to deal with GC....so in a way you are wasting your time, but it`s not because the staff aren`t seeing it or refuse to listen or consider it. |
Imagine{A{Cool{Name 99+ day(s) ago | You probably are wasting your time...
That said though research totals being scaled to the server speed doesn`t sound like a bad idea. I am not sure what to think about the higher n00b protection though. |