Unnatural Number Of Turns Or Not? What do you think
#16
Posted 02 December 2004 - 11:16 PM
I agree with Alpha on this. To unload/load one's ships with fighters or colonists or whatever takes about a whopping 100 turns. Added to moving between star systems and other turn-consuming actions, it's very difficult to get anything done.
Cspace - "Eagles may soar but turkeys don't get sucked into jet engines" says:
I bow to the supreme wrath of Lord Crescens.
I bow to the supreme wrath of Lord Crescens.
#20
Posted 03 December 2004 - 07:42 PM
ok so woo i quit but im here again..since so many others are..but keeping a low profile.
I cant be asked to play 1 game 24 hours a day...for starters i cant so thats put me at a severe disadvantage to some broadband connected coffee loving person who religioous connection is to a computer.
I get on here like 1 hour a day once a day...more on weekends though, but if the number of turns everyone gets increase and the maximum if will benefit me by 0% others however can then get so many fighters/credits/planets that the game becomes totally unbalanced. keep the turns as they are.
I cant be asked to play 1 game 24 hours a day...for starters i cant so thats put me at a severe disadvantage to some broadband connected coffee loving person who religioous connection is to a computer.
I get on here like 1 hour a day once a day...more on weekends though, but if the number of turns everyone gets increase and the maximum if will benefit me by 0% others however can then get so many fighters/credits/planets that the game becomes totally unbalanced. keep the turns as they are.
my stats...
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#22
Posted 04 December 2004 - 12:32 PM
Hmm.. I think sticking to moderation would be best. The rate at which turns respawn seems fine to me, just that the overall limit is perhaps a little low. I'd say about... 750 would be good. Too many turns really makes it too easy, and stops people from having to work in clans to get things done. It keeps the game strategic, while at the same time giving people enough turns to actually get things done.
#26
Posted 08 December 2004 - 11:24 PM
This 500-turn limit is ridiculous, particularly with the fleet system's "mass attack" style.
For the next game, PLEASE push it up to 750 or 1000.
For the next game, PLEASE push it up to 750 or 1000.
Cspace - "Eagles may soar but turkeys don't get sucked into jet engines" says:
I bow to the supreme wrath of Lord Crescens.
I bow to the supreme wrath of Lord Crescens.
#28
Posted 09 December 2004 - 11:02 PM
I think you should code it for solo players to have more turns, perhaps making that one of the advantages of being solo. Alliances can take down people very easily, as was the case when ViRuS was at its height.
When will the deathmatch start?
When will the deathmatch start?
And now we have the quote of the day, from greenl2l: PLONGED!!!
#29
Posted 11 December 2004 - 08:27 AM
What you don't seem to realise, is that unnatural amounts of turns won't make it more fair for solo players, because alliances can decimate them even more easily. They're going to be the underdogs no matter what, that's why if they want to live they should find a clan. The idea behind not having too many turns is that nothing too major can happen within half an hour. It takes a lot of effort and cohesion in order to wipe someone out all in one go, especially given how long it can take to find escape pods. If each person has 1000 turns and there is a clan of 5 people, it's not going to take them long to find a ship, planet or escape pod.
#30
Posted 23 December 2004 - 12:22 PM
QUOTE(Gotenksjr3 @ Dec 11 2004, 06:27 PM)
What you don't seem to realise, is that unnatural amounts of turns won't make it more fair for solo players, because alliances can decimate them even more easily. They're going to be the underdogs no matter what, that's why if they want to live they should find a clan. The idea behind not having too many turns is that nothing too major can happen within half an hour. It takes a lot of effort and cohesion in order to wipe someone out all in one go, especially given how long it can take to find escape pods. If each person has 1000 turns and there is a clan of 5 people, it's not going to take them long to find a ship, planet or escape pod. 
i think you misunderstand nutter, goto. i think what he means is that its coded so that if youre in a clan, you have a lower number of max turns, and if youre not in a clan, you have higher max turns. that way its equal regardless of whether youre in a clan or not. could be hard to program though wheeeeeeee!

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