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#31 |
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Landscape Designer
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l had said this previously, but there appears to be no unison in that philosophy.
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RETIRED: R17-37 & 39-46 http://bushtarion.com/portal/portal_...w.php?Nick=D4X R34; 111 Credits of Uselessness [5038] / FunkyTown, Finish Rank 43 PRE-RESTART ID's: R21; Raphael of The_TMHT [3251] / Vengeance R18-20; Should of Swallowed R17; PassOut of Existence [9677] |
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#32 |
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Landscape Designer
Join Date: Dec 2008
Posts: 1,619
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remove gardening.
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"That is not dead which can eternal lie. And with strange aeons even death may die." |
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#33 |
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Harvester
Join Date: Oct 2009
Location: New Zealand
Posts: 165
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If I am allowed to put my two cents in and like Max I am also uncontactable I play cos I love playing the start. It is really the only time I have any chance for any period of time to compete against the very best players on an even footing.
I work, have a family and have a sport which takes up a lot of my spare time so therefore my time is limited so obviously being zeroed for me is basically game over and then I wait for next round start. So what would I like to see as a casual gamer? - Shorter rounds (allows me to play the best part of the game more often) - Multiple Accounts (I would like to see how different units when matched with others work out. Very difficult usually in alliance play when you are restricted with time restraints) - More Routes - (Can never have too many imo) - Option to mix and match routes - (Don't want to increase the limit one can have though) Outside of that I think the game is perfect. The big one for me really is having to wait so long in between round starts. Another option is having a score that once one alliance reaches there is an automatic restart. Hope that helps Coruba |
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#34 |
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Garden Designer
Join Date: Jul 2008
Location: Nonya
Posts: 1,014
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I don't see multiple accounts ever being allowed. When you open a window for potential abuse, they'll make a barn door out of it. Mixing and matching routes would be complicated, and cause a lot of potential balance issues.
Other than that, I can't disagree too much with the other comments.
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R7 - Mechanoid | R8 - TPW | R27 - KHaoS | R28 - Apocryphal [L] | R36 - Basic Training [L] | R37 - Res of Meus Votum | R38 - Kleptomaniacs | R39 - MyLittlePwnies | R40 - Mo Dakka | R41 - Combo | R42 - Pacifist Warriors | R43 - Fashionably Late |
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#35 | |
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Landscape Designer
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Quote:
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RETIRED: R17-37 & 39-46 http://bushtarion.com/portal/portal_...w.php?Nick=D4X R34; 111 Credits of Uselessness [5038] / FunkyTown, Finish Rank 43 PRE-RESTART ID's: R21; Raphael of The_TMHT [3251] / Vengeance R18-20; Should of Swallowed R17; PassOut of Existence [9677] |
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#36 |
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Landscape Designer
Join Date: Dec 2007
Location: Manchester
Posts: 2,033
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I just thought of this, so it might be a terrible idea, but I want to get it down in writing now before I forget. And even if you all hate it, it might have something good in it which we can rip out and use.
So a major problem we have is that a lot of people hate getting zeroed. It is kind of annoying if you spend an entire round ranked 20th and then get killed on the last day, leaving you with nothing to show for 75 days of hard work. Which is what got me thinking...what if score was not the same as rank? What if you accumulated points for your rank over the course of a round, by having a large score, and you get more points for being higher ranked, and getting zeroed doesn't immediately ruin that. If you go from 10 bil score to 1 bil score by getting zeroed, your rank points might decrease slowly over time until it matches your new score. And if you rebuild quickly your rank would hardly go down at all. The idea being that this would be a more accurate representation of your skill which can't decimated in 1 tick. Also, other things could contribute to your rank, so you can't just get to the top purely by flakking solos, and it might add more competition for the top. An alliance could win rank 1 score inside a week but they might not dominate the top 20 in rank. I haven't really thought this through entirely, and it could be drivel. If so, I apologise. It's basically just a skeleton atm and needs quite a bit of meatiness added. EDIT: I forgot to mention that this would also encourage fights as your troop score would be less important.
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#37 |
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Head Gardener
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As I suggested a while ago, the possibility for another world, ran with AIs that can be created by anybody. Would be pretty cool if we got some instructions on how to script them
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#38 | |
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Official Helper
Tree Surgeon
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Quote:
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#39 |
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Landscape Designer
Join Date: Dec 2008
Posts: 1,619
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Could just have an 'average score' deciding your final rank. So someone who's moving around ranks 20-40 all round long will finish higher than someone who's sitting around at rank 150 for weeks, saving seeds and planting up to get rank 15 in the end
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"That is not dead which can eternal lie. And with strange aeons even death may die." |
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#40 |
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Official Helper
Tree Surgeon
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I like, very much.
Could, or should, it be tied into other game mechanics in any way? I mean, the reason valuation rules and effectiveness is a side show, is that valuation directly impacts on other stats and mechanics.
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#41 |
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Landscape Designer
Join Date: Dec 2007
Location: Manchester
Posts: 2,033
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That was my initial worry. It would have to be something we all agree on and accept, rather than the opaque, confusing, mess which was alliance points.
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#42 |
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Landscape Designer
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I concur. Good call, Toby.
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RETIRED: R17-37 & 39-46 http://bushtarion.com/portal/portal_...w.php?Nick=D4X R34; 111 Credits of Uselessness [5038] / FunkyTown, Finish Rank 43 PRE-RESTART ID's: R21; Raphael of The_TMHT [3251] / Vengeance R18-20; Should of Swallowed R17; PassOut of Existence [9677] |
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#43 | |
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Landscape Designer
Join Date: Dec 2007
Location: Manchester
Posts: 2,033
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Quote:
Like I said, I only just thought of this, so I haven't got all the answers
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#44 | ||
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Garden Designer
Join Date: Dec 2007
Location: England
Posts: 836
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#45 |
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Landscape Designer
Join Date: Dec 2007
Location: Manchester
Posts: 2,033
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Half the stats are awarded for failing horribly. I don't think that should increase rank.
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