This problem originates from a source, that source is that the game has a threshold.
Given a rebang, the 2 week period is an accurate measurement of how skilled one is in achieving high exp and thus is a good measurement of skill. The problem is that this same system boomed into the perma ages and was modified only slightly, now once people reach the threshold of about 3 colonies that they can tax they build an empire extremely quickly, exponentially even, because all that is required for them to build is to set down resources and press a button. In my opinion, that is a good way to build, dont get me wrong, but there is something missing. Throughout the time people are gaining money and, slowly, followers (until they hit the threshold) they are gaining exp. But it is not through the means of colonies, it is towards the goal of actually getting a colony. This is the accurate measurement of true skill, because once you can tax a colony all you do is gather resources from 1 col, place on another and click a button.
So the problem is:
EXP is gained from colonies to much and money is gained to easily once you have an empire. And empires are easy to obtain because of the abundance of colonies. This current system renders exp to be not important, and is a false measurement of how much skill you have.
My Solution:
**THIS ALL APPLIES TO THE SERVER SUGGESTED IN THE IDEA, NOT THE ENTIRE GAME**
- -We Create a 40-50 system Perma-server to test idea on.
- WHY:
This is so we dont piss off everyone else in SGE if it actually is a failure(which I doubt) and we need a small server so there is more attention to micro aspects of SGE as the macro aspects of the game are less active and ultimately boring most of the time as there is no conflict.
- WHY:
- -Maximum amount of money on person is set to 10million, 5 million in bank, 5 million on hand. Colonies can only hold 500k credits and taxation yield is reduced by 50%
- WHY:
Less money in the system will reduce inflation and force players to find other means, such as trading and player to player missions(like barging) to obtain money. This also makes Tri-Quan a viable source of income.
- WHY:
- -EXP is BUILT on colonies. Base amount of EXP colonies give is reduced by 100%.EX: Each 100 people give 1 exp.
- WHY:
If EXP is built on colonies it requires players to specify the purpose of a colony instead of every colony providing exp and producing weapons. I.E: In a war, the person will change colonies from building to produce weapons to give them a better edge. The less amount of EXP each colony gives provides motive to gain exp by other means.
- WHY:
- -Decrease maximum amount of EXP allowed to 15million, implement the exp curve as well.
- WHY:
This will make exp a more balanced system. The lower the amount of exp each person has, the more competition there is to gain it and the more drastic changes means that the person is better at gaining it and thus it is a proper measurement of skill.
- WHY:
- -Increase the industrial power of Volcanics by making their special building produce 100% instead of 50%, also reduce all weapons production output of all colonies (Except Volcs) by 20%.
- WHY:
This will provide incentive for people to dome horrible planets such as Volcanics.
- WHY:
- -Maximum of Reputation set to 1m/-1m
- WHY:
EXP and rep go hand and hand, so max reputation needs to be decreased as well.
- WHY:
- -Increase the speed at which Fussion Blasters are fired. (Also increase their damage that they do to planetary defenses to about 160 per shot.)
- WHY:
Fussion Blasters are never used, they are merely a point defense distraction. This will provide incentive to buy them, I would say less damage but they are only fired in a straight line from the player so its sort of hard to aim efficiently with.
- WHY:
- -Increase the amount of money received by taxi missions by 200%.
- WHY:
This will make them a more viable source of income.
- WHY:
- -Shields start at 1 dollar and cost only up to 50 - viewtopic.php?f=6&t=20548
- WHY:
Shields prices change to better supply accommodate for the loss in money over all and at a low cost, this promotes invasion, while building still remains easy.
- WHY:
- -Increase cost of cargo holds so they are always about 5k per hold.
- WHY:
This provides the need to trade micro, makes earning mass amounts of money a tad harder.
- WHY:
- -Make Greenhouse's Ion Towers increase the amount of EXP gained to normal + 50%.
- WHY:
Provides some incentive to make greenhouses.
- WHY:
- -Every month, the top 10 players receive 2k tokens, the top 5 receive 4k, and the top 1 receives 5k
- WHY:
This creates incentive for players to score high, EXP will reward you.
- WHY:
- - Decrease the amount of energy required to fire an Anti-Grav Bomb to 250
- WHY:
Repel outclasses this weapon merely because of its cost, and the fact that you have to actually shoot it and hit, also have it move turrets, like they slide (in space)
- WHY:
- - Increase the amount of shields received if you jettison resources by 200% in the falcon, also increase falcon's shields to 10k
- WHY:
This will make the falcon just above the limit of an 8 neg kill. At 10k, this ship will be much more usable for most invasion scenarios, also you can re-shield at a low cost of resources to you.
- WHY:
- - Decrease the amount of resources it costs to build each building, but do not lower the cost to rush/time to build.
- WHY:
Promotes expansion in terms of resources in buildings but still forces the player to obtain mass money or workforce construct.
- WHY:
- - Increase the speed of a vulture to 7000 kps and shields to 8k.
- WHY:
Since surfaces missiles were introduced as a weapon, this ship completely lost its purpose. Perhaps if it were faster and took more damage, it would be more useful.
- WHY:
There are the few that I can think of off the top of my head. Perhaps some comments?