Garg | |||||||||||||
ok i hear that some are considering leaving the game, some even blame the smaller affs for making it less fun to play, because it means less players in the bigger affs, is this how people view the game or what? Perhaps its time we look at things, we think is wrong with the game, so dont comment others, just write what you all feel is wrong, so we can discuss that. | |||||||||||||
Garg | |||||||||||||
My issues 1) officer costs for smaller ships are to high 2) Think uniques should be reviewed as current system just means most are used in private deals or shipping to other bases in other peripheries. 3) System claims should only be by Starbases to stop big affs claiming systems and so they need to use smaller affs to claim systems for them. Will add more as they come to mind, again, dont comment for now, lets see what issues people have in general. | |||||||||||||
Rich Farry | |||||||||||||
This is already being discussed in another thread...
They already have been reviewed and things will change when the infrastructure update is added. IMO any short term changes are only worth considering if the infrastructure update is still some way off.
I don't believe that this change would encourage affiliations to have other affiliations claim a system on their behalf. I'm not sure how claiming a system on behalf of another affiliation will improve enjoyment in the game either. Could you explain why it would? The best way to look after a system for another affiliation would be to show that you can do it and that the system owner is better off (financially, politically, strategically, hassle etc) with you claiming the system. The GCE seem to be doing a good job of this at the moment.
Though I can appreciate that these are issues for you, I really can't see how they would make people leave the game. | |||||||||||||
brian kreiser | |||||||||||||
2) This should be addressed when we have the infrastructure update. SO you will probably have to wait a year. 3) This would only force bigger afs to place starbases in the system they want to claim, so I don't think this will help. Brian, DTR | |||||||||||||
Ironhelm | |||||||||||||
The original comment is not the point that was being discussed in the IRC chat room last night. ![]() The point was is Phoenix becoming Stronger or Weaker, if so why... My comment was that that if the game had less affiliations, it would make the game more dynamic due to potentially larger affiliations that have more set goals. Plus the player base to accomplish them. I have no doubt one man affs would say that they do all the role-playing, but if they themselves were in a larger affiliation then the role-playing would be part of the larger storylines? My reason for raising this question, was that a number of players seem discontent with the current state of play, and I wished to expand on what players thoughts and reasons were to this general malaise. Some of my own thoughts are, I think we need to be able to get more players into phoenix as at times we almost feel like a club thats gradually getting older and not getting sufficent young blood in to replace the members who leave. I also have reservations about the whole research area with many of the larger affs appearing to have the technology they want/need at sufficently high tech levels - in say 2 years time will we be closing down our major research bases? Lastly people are moaning over the apparent OOC deals between players that don't have sufficent IC reasons for happening. Ok I've stirred up the hornets nest, now i can sit back and watch! ![]() | |||||||||||||
ptb | |||||||||||||
The problem is more that we need to be able to keep the players that do join. From my own experiance at least half, probably more like 80%, of the people assigned to the RIP don't reply to any 'welcome' or 'introduction' message, and judging by the number of starter ships that never move I assume they don't play at all after signing up. Out of the ones that do reply about half get annoyed at the hassels of trying to get the various order editors to work. One player just last weekend has been trying all week to just be able to login to the online editor and has finially decided to give in. And the ones that remain find that after their first couple of turns they don't feel they can do anything to effect the game dispite offers of help from myself. Which i'm sure goes hand in hand with the small-affiliations-complaints in the other threads. IMO more people can only improve the game, and losing experianced players without getting new people is going to cause harm in the long run. | |||||||||||||
Andy | |||||||||||||
I think all affs are on the lookout for more players, although if there is a sudden influx then I'm not sure even some of the big affs will be able to cope with the demand for positions and resources. Personally I like the small affs in the game as I think it adds a certain spice to the game. Players should be allowed to go off and do their own thing if that's what they want to do. Personally i don't think it takes away from the big affs as those players who are running small affs are going to run small affs as they don't want to be a part of the monster. When I first started I read the DTR profile and thought "Great a small aff fighting for survival". "Bugger" was my second statement a little while later. Still enjoying being DTR though. Look at small AFFs like the GCE for example. Going great guns as the IND affiliation is mistrusted by everyone. At least you know and can talk to the GCE wheras it is difficult to talk to everyone in the IND as IND does their own thing. However I will raise my concern over small affs being created for what seems to be no apparant reason. The ICE and VSQ spring to mind which we have seen recently. I may of course be mistaken about these 2 AFFs in particular and if anyone wants to correct me feel free to do so. I will be the first to admit when I'm wrong. For an AFF to spring up and then suddenly disappear is dubious in the extreme in my opinion and should be removed from Phoenix play as quite frankly it spoils the game. Andy | |||||||||||||
Jumping_Jack | |||||||||||||
Well, as voiced last night,there is some disagreement on the issue. I fundamentally disagree that restricting the game to fewer, larger, affs is any part of the solution. I do attempt to recruit roleplayer/wargamer friends and acquaintances into the game, with extremely limited sucess as yet: The 'free trial' element is good, but they are discouraged by the fact that even paying the not insignificant sum of £6 pw - £25 per month, as I limit myself to; the same as my SKY TV subscription - they would still be fairly small and insignificant compared with the big players in the game, either alone or part of one of them. I did have a paragraph in here proposing a nominal 10p charge for ship updates, which could be offset against 'enhanced political positions with free updates, but realized this would give an even bigger boost to 'megavessel' affs. :-( £1-update 'Minibases' with limited production and income potential would be a step forward, in my opinion. An enticement to stretch just a little bit beyond being a 'free' player, without jumping in wholeheartedly. And we more committed players would find them useful - I have a couple of sites whee I'd consider this level of investment, but would in no way consider them worth £2.25. I agree that current research rules suck. Affs in existance at conversion were effectively given the means to progress to to the limits within comparitively few years, wheras anyone following on is blocked by the disadvantage of having a 5000 MU 'first step' of not having a principle. We are faced with the delight of doing level one techs at -3, or blueprints at -7, while the big affs make copies at +2, and trade copies of the techs they started with. Starting from where we are now makes it very hard to counter this (I'd have done it easier at low-level, and getting progressively harder) but degradation of blueprints/techs and even principles 'in use' might address this - how about a 'nominal' mass loss of 1 MU per week for each week they are tooled, which could be countered by voluntarily untooling them and 'reseaching' back up to full points, at which point they become 'tooled' again? My ideas on system control were proposed in the 'A Proposed Frontier effect' thread. Plot threads may be getting tired - I'd love to find an alien artifact or even just an illuvitorian starbase, but having missed out the first time around the only way might be the Phoenix II option - I see no chance of the big blocs passing the opportunity to have another go, and muscling us small fry out of the way. New systems have been thoroughly researched from anywhere which could be publicly accessable, and most big affs seem to be three or four jumps in by now. Again, this facet of the game is closed to those who wern't a major force at conversion. How about making stellar cartography easier, but with a lower chance of success - with no impact on subsequent efforts? i.e.: Stellar cartography I from a certain system, might cost 500 MU's of research, and have a 5%(?) chance of success in finding a new system, either one completely unknown, or already known in-game, with a bias towards the former. Whether successfull or not, it could be retried at no penalty to the low chance of success, and the fact that SC has already been sucessful from a given system would not guarantee sucess, or the discovery of that same system by attempts by different parties. This might make it worthwhile for somebody who wasn't already in controll of multiple restricted-access systems to actually conduct such research to find one for themselves, and be confident that if any news of success leaked out, it wouldn't automatically be taken from them within a few months. Trade sucks. It needs amending to make it impossible to make vast profits by taking moderate to high-value goods to a single planetary market. The higher the value, the lower the volume demand, should be the rule. I'm not sure this can wait until the infrastructure, which I believe is still the best part of a year away? TonyH | |||||||||||||
Jumping_Jack | |||||||||||||
An idea for quick and easy temporary partial-fix: Change Current demand in MU's to the same value in Stellars. i.e. Currently: demand for 1600 MU's can be completely met with 1600 MU's of food, or 1600 Mu's of Hand-crafted furniture. Proposed: Demand for 1600 stellars can be completely met with 114 MU's of hand-crafted furniture at $14/MU, or 16000 MU's of food at $0.1/MU. - Should help 'fragment' trade, until infrastructure comes in, with more finesse. TonyH | |||||||||||||
ptb | |||||||||||||
Or at the very least it should devalue that partiular good (and related ones?) for a significant length of time. | |||||||||||||
ptb | |||||||||||||
This has its own flaws in that most planets with majors starbases/markets can also generate a large amount of things like food or local goods, if there is no stellar advantage then why ship in goods at all? But I agree the current system is broken, and other than storing demand for every good I'm not sure I can see a simple solution. | |||||||||||||
Ro'a-lith | |||||||||||||
I don't Tony's idea is actually that bad (Makes a change, I know!). Yes, it devalues demand for more expensive items - however, the only way to counteract this and maintain your income is to sell it to more people. Might be worth looking at - however, certainly in the short term this would cut down on people's stellar income. | |||||||||||||
Jumping_Jack | |||||||||||||
- I dont propose that the multiplier for shipping across periphery boundries be reduced, so there would still be a big incentive to cart stuff from where it would only fetch $2/MU to somewhere the same goods would fetch $14/MU. Its just that this markup would not be able to be taken advantage of by a single player, shipping a large consignment from one single source to one single destination. At very least they might have to split it between destinations that they personally own, and they might have to put stuff on public market sale, at at price below they could theoretically sell it themselves, because their own captive markets would be saturated, and its the only way to get the goods out into regions where they have no access - a profitable job for courier captains perhaps. Granted there might be no incentive to ship food if there is sufficient demand for it on-planet. But, are there many planets which generate 16,000 MU's weekly, to completely fill the demand?
If it adversely effects stellar income, there might be a case for increasing demand by a small factor when converting from MU's to stellars. x1.2, say. But, I think losses could be largely offset by public-market sales. TonyH | |||||||||||||
Goth | |||||||||||||
I find it interesting that old time players wonder why this game has a hard time keeping new players. I have only been playing for almost a year but I can tell you some of the basics...though you will ignore it. 1) Old timers do not listen to the new players 2) A few old timers control all the resources, systems, ships and bases of the game. 3) A new player is held at the whim of his "PD", this can be candy coated but it is true. 4) A new player really can not "OWN" the fruits of his/her labors. These are simple things but they all lead back to the idea that no matter how good of a player you are, you are building assets for someone else. 90% or more of the players in the game do not own the ships they build or improvements they make on "affiliation" bases. Why do you think there are so many people wanting to open their own affiliations or be independent? Goth | |||||||||||||
Garg | |||||||||||||
interesting how this got away from the subject, i asked what do you all think is the problem with the game, so we could see what views we all have. But now i see the biggest problem, many just say no and dont have any views on their own, it seems, thats a big problem for the game. So stop comments and tell us, what you think is wrong with the game, if only a few of us have any real problems with the game, then nothing is needed to be changed. | |||||||||||||
Jumping_Jack | |||||||||||||
- And I find myself in agreement with Goth. I suspects sombody has conducted a mass doping of the British water supply, and wait for further comment from overseas players. TonyH | |||||||||||||
Garg | |||||||||||||
good points goth. I also think that we need to review how alliances work, perhaps its time they become some sort of big affiliation to represent proper nations, so affs inside it, will have positions as well. But unlike affs, then should political votes be determined by people in their command, i know that it sounds unfair, but in all fairness, the power should go with the strongest ![]() but then empires would vote on issues, like nations did in the past and the future, so if The KAS Empire begins just with KAS, then if a small aff wants to join, it will have to accept it or not, if it does, then will it also have a vote, based on how successful it is, with more affs inside then will KAS control be weakened, but for the KAS nation it will be stronger, because more affs means more players. the real result here would be that the main Aff, will nolonger be able to control it all, if it does, then will they remain small with just their own members and others will perhaps end up in war with them, so should become more diplomatic game, if you want your empire to grow or stay smaller, your own option. And the votes means, that they could make judgements over planets, so if KAS wants a planet for themselves, they would need to get a majority vote, but it could later on be broken, as nothing is truly fixed ![]() | |||||||||||||
Garg | |||||||||||||
the trading part you suggest tony, is that not how infrastructure will work as well or something like it anyway? if so, then is it being made, just take a year or is that a KJC year? ![]() | |||||||||||||
Goth | |||||||||||||
I have an idea that would give the players who don't want to be part of a big affiliation but would still want to be able to build up a presence: "The Krell Experiment" Imagine several "native" or Krell type worlds scattered about. Let's use the Krell planet as an example. What if the world of Inversion had 1 massive platform and starbase (NPC) to protect only the world and orbit of Inversion (from other races). A new player could then start up as a Krell with a "starter base" if they wanted. This base would be player owned and have certain basic tech/principles that could not be sold or moved: Krell racial training and one of each of the Soldier BPs. A few basic ship BPs to get started. I would envision such a base to have maybe 100 factories/50 merch centers/50 mines/25 labs etc...just enough to get started.... These bases would be player owned and not something that could be sold or traded to another player (or any other devious ways of cheating the system for items there). Obviously details would have to be worked out but it would give a new player the option to build his or her own little fiefdom if they wanted to. More IMPORTANTLY it would give the affiliations some competition and reason to give real power/assets to newer players since the player would have a real option to have FUN ON THEIR OWN. Over the last year I have met plenty of newbies who would have opted for this and still been playing the game. Goth ![]() | |||||||||||||
Ironhelm | |||||||||||||
The issue you have is that some old timers have been in the game for 10+ years now (i think). I'm one of them - though i do let new players bring their idea's to the table as thats what keeps things fresh and the aff alive and vibrant... A player is effectively an employess of the affiliation and works for the aff. Hence the way the game and affs work. If we give players all the assets they build or contribute two and they then decide to move to a new aff you loose the assets. If the asset in question has had considerable help from others in the aff then they won't be best pleased and unlikely to work with others - so undermining the benefit of working with others. However why can't new players spend more time in the nursery system(s) and be able to buy new ships so they could leave with 4-6 ships, keep them below 50 hulls so you get a range of fast couriers or explorers or gunboats and then it might create a bit more reason to stay and play. Also give the players who start to play the game some resources that we all want, a few mu's of rare ore's. Or a ship load of mk4-5 modules that they can flog to us and make some money on. Oh and lastly - do not allow any heavy hull warship to be able to jump for more than the basic number of tu's - huge warfleets that get from one side of the periphery to the other in no time at all take out any semblance of tactics/logistics. It might even start to lessen certain affs reach in the game, which should give smaller affs a chance in their own backyard. ![]() | |||||||||||||
Garg | |||||||||||||
well to go futher with the goth view on krells ![]() prefer less NPC control, but i think it can be done within the affs themselves, what is needed is more a change on how you view your aff. We have in krell, both Tony and me, been talking about the krell way of life and "profile" and we have come to certain points, we will guide new krell players, should such appear suddenly! They will stay KRL, until the point of them having saved up 1 million stellars and can setup their own krell clan, so KRL is not suppose to be the big aff with lots of players, but more a central point of training new krells. So Krell is much about being a group, until you are strong enough to leave it and be on your own, but you dont really leave the krell nation, just become a Warlord of your own planet, where no other krells Clans are allowed, unless you decide otherwise. There is more, but we reserve that to the Krell players ![]() | |||||||||||||
Garg | |||||||||||||
well i agree, give the new players a chance in the training grounds to get more ships, a few ships is no fun. Ironhelm wrote: Oh and lastly - do not allow any heavy hull warship to be able to jump for more than the basic number of tu's - huge warfleets that get from one side of the periphery to the other in no time at all take out any semblance of tactics/logistics. It might even start to lessen certain affs reach in the game, which should give smaller affs a chance in their own backyard. perhaps change jumping to 100 TUs per system you want to jump, it would limit how much space you can cover and force everyone to keep defence fleets in systems they want to control and those with the higher tech engines for 50TUs can cover more ground. But it would require cheaper stargates as well, for merchantships to move around faster and for defender advantage, which can be ruined if you blow up a stargate ofc ![]() | |||||||||||||
Goth | |||||||||||||
Here is the main problem with the game. Nothing against this view point but this is why the game can't keep new players.... Most of us are "employees" in real life and want a fair chance based on skill to be "emperors", "Warlords", "CEOs", "Pathfinders" in the game. Affiliations today can only keep players through the abuse of power...."You leave and you lose everything" concept. If there was a different path (even if it was the starter base that would take a long time to build up) then affiliations would have to work a LITTLE BIT to make their membership happy. It's called competition. I can hear it all now....join another affiliation...... Unfortunately, ALL the affiliations with assets are run by people who have been in the game for 10 years or so and all have the same attitude. Right now, the game is in the grips of a few players with a MONOPOLY on power and assets. It takes a few months to really understand this (I still struggle with it) and that usually leads to quiting the game. Goth (All the other tweaks on the game system are really geared towards the old time players NOT keeping the new players who mostly want to control their own destiny). | |||||||||||||
Goth | |||||||||||||
Sorry to be posting so much on this thread but it really hits home for me. I have tried to get a number of my wargamer/roleplayer friends involved in Pheonix because it is a great game system. Every single one of them decided not to play simply because they would not "own" their ships/bases/assets... The phrase about "ruling in hell vs serving in heaven" comes up frequently. Goth ![]() | |||||||||||||
Garg | |||||||||||||
its not a problem goth, write all you want, i want to know what others feel is wrong with the game, to find out, if i am just a minority for what i want ![]() | |||||||||||||
Garg | |||||||||||||
I know that krells are a minor race, even if we had 20 players we would be that. Anyone who joins Krell and sticks around, are suppose to become a warlord, that means forming his own Krell Clan aff, this is based on info and "profile" of the krell. We will guide new players, so they learn about the game, the krells and other affs, but we will not tell them what they should do really, but as long as they are in KRL, the base aff for new krells, then they are suppose to obey basic rules, so if they want to avoid them, then they just need to work on getting to that 1 million and split away to form their own Krell clan aff, as is supposed to happen ![]() | |||||||||||||
hlq-pd chris a | |||||||||||||
why not i pay ( which makes kjc money to keep running phoenix) for several starbases so why should i be poenalised for shipping goods to my own planets and selling to my planets population.
again why just cause you dont have the bases and resources to do it why punish the rest of the player base.
, again why this is all comming in the changes so why are we asking mica and david to change some thing now thast being changes later in the year any way. oh let me guess it dont suit a few players so it must change
actualy if you are neural to most people, most people will trade with you. but thats a trust thing
and what has mica always said since the change pheonix is a STELLER based game so if you cut peoples STELLER incomes how many more will just say enough is enough and quit( hence making it more expenciuve for the suviving players in starbase and political costs as kjc has to make money)
thats just your opinion and what i have said here is mine as a 1 man aff i survive and prosper by talking to people and making deals ( i have also been known to help small affs out with loans and ships cause i can!! to help increase other peoples enjoyment of the game and it reaps its own rewards with trade later when they are established them selves) what the main problem with this game is is player retention and the more people change or demand changes the more the older players are saying enough is enough and droping out. the solution to player retention (in my opinion) 1 if it ant broke dont fix it ( so leave the steller values of goods alone) the econamy changes will sort out this problem later in the year 2 players need to talk to there pds and pds need to talk to there players and sort out what if they wish to leave a aff they can take( most pds will let players take some stuff if they have built it them selves i did when i went from my last aff) 3 get a training system or systems in place thats safe (as yank was in bse) so new players all start as ind in safe systems so pds have to chase them and entice them to play in there aff not just seed them to a aff this will make pds look after new players better but hay these are just my thoughts on the game chris aubrey hlq -pd | |||||||||||||
Jumping_Jack | |||||||||||||
If you have sufficient bases to soak up all the goods you import from your own systems, there will be no change to you. If you are shipping from a single base with massive production, to a single base with massive demand, that is hardly because you are spending a lot on the game - It's becuse you have a base, or possibly just an outpost, in a system which gives a very high multiple when transported to a single planet in the Darkfold system. Which is due to a very advantageous setup, rather than a large expenditure within the game, isn't it? This is a situation we'd all like to be in, but if everybody had such a cash-cow it would cause massive in-game inflation . In fact, you would not be penalized that greatly - [Plucking figures out of the air, for illustration only]:Currently, If importing 1000 MU's/weeks from the inner empire, you might sell them in Darkfold at $14,000 stellars to your own base. As proposed, you'd sell 100 MU's for $1400, and have to pass on 900 MU's - either to other starbases you yourself own, exchanging with parners with goods to take the other way, or even place them on your public market at... $10/MU?. So income from this commodity might drop from $14,000 to $10,400 - hardly critical. And, a courier captain might be able to make the 'lost' stellars by carting 400 MU loads from darkfold to the capellan system (where you have no access), getting $1,600 for the effort - a worthwhile sum for a couple of weeks risk and effort, as opposed to the derisory sums on offer now of $100-200. And that courier captain might stay in the game longer than a fortnight, because they can make their own way under their own efforts, instead of the beneficence of 'the great and the good'. At the moment any 'high value' uniques are either sold on open-market set so close to their maximum worth that, again, only a few hundred stellars can be made - or are so rare you spend 90% of your trading effort chasing worthwhile deals which are instantly snapped up. This wouldn't be the case in my proposal because EVERYONE who has a high-value unique (including myself) would have to spread them about more - and the market for low value-stuff would expand too. "If it aint broke dont fix it" is the standard response from players who are doing very well out of the current setup and dont give a **** about the game as a whole. I say it is broke - introducing free $10K handouts to political players is to cover the poor state of trading within the game, and I'd rather forgo this and use my own trading fleet, thanks very much. Unfortunately there are very few worthwhile trading opportunities about, even with all the private deals I can make. And... I'd rather play the game than have charity - i turned down a free caravel just the other week, because I'd rather build and run my own 20-hullers, otherwise there's no point in being independent. TonyH | |||||||||||||
ptb | |||||||||||||
While I agree that trading is broken I'm not convinced your suggested fix will solve it, or even make it better. If you have mutliplers for distance then it's always better to be able to ship from your own outposts. Reducing the mass for high value goods makes it hardly worth while searching for them, so kjc lose income and we end up paying more for starbases. Without some kind of limiting factor however you have the situation we have now. The only sensible limiting factor is one that would cause a single good to be saturated at a planet and so other source for goods as well as other markets for the saturated good would have to be found. | |||||||||||||
Rich Farry | |||||||||||||
This is a very sad situation to be in, but it is not universal. If I left my affiliation tomorrow if I wanted to I could take a number of ships, tech, troops, assets, etc, as well as well wishes from my PD. I might even take a base or two depending on the politics of the situation. I have no player owned assets, I have no means of forcing these things out of my affiliation. There is zero pressure being applied to keep me in my affiliation. I'm not suggesting that there is nothing wrong with the game, or that there is no room for improvement, but it is wrong to tar all long term players with the same brush. Your situation sounds bad, but that is down to how your affiliation is run, or a personality incompatability*, or some other issue along those lines. * which is a nice diplomatic phrase that could cover all manner of ills | |||||||||||||
Ted | |||||||||||||
Some one bought this up earlier in the thread...slowing heavy hulled ship movement. I'm all for slowing down movement across the board. Something along the lines of ships only using 60 TUs per day and not waiting to build up 300 TUs them shooting right across known space in one day. Players can still issue a ship lots of orders but it will only use 60 TUs per day. Players could have the options of getting a printout each day or after the ships has finished the orders.It won't add time to playing the game as the orders are the same,it's just the way positions move that will change. This would stop the big affs from overwhelming the game with large warfleets. For me the biggest problem with the game is this ability to move rapidly from A-B. If a ship doesn't move for week it shouldn't get the time back.If going from A-B takes 3 days it should take 3 days! ![]() Another point made has been about new players not owning any assets,everything is affiliation owned. This is what we do in FET: As you all know recently FET decided to become non-combatants.There was a lot of discussion within the aff over this. It was decided that those FET members who wished to continue the fight were more than welcome to branch out on their own to start new affs or join an existing one.They could even take the affiliation owned assets they controlled with them.It's very easy to sort out with political orders.In the end everyone elected to stay!I must be doing something right as PD ![]() My point is that in FET if a member has worked hard for the aff but then decides to move on they are able to take affiliation assets as a reward. We encourage hard work and nothing is ever handed to newbies on a plate.It works for us. If more affs looked into this way of conducting business and encourage members to build up aff owned assets we may see a lot more smaller affs starting up that are grateful to the bigger affs for the opportunity to go it alone. Lots of smaller affs aren't bad for the game IMO. | |||||||||||||
Jumping_Jack | |||||||||||||
I disagree. I cant see why it wouldn't work as outlined in my preceeding post.
i.e. No different to now. Not worse.
Many current restricted sources of unique items could be adequately soaked up by a single planetary destination - like my 100 MU's of 'rock crabs', which I'd haul to my inner empire base myself. If I had one. And, are you seriously saying you'd pass up the chance to exploit a high-value, hagh volume source just because you couldn't keep the entire distribution net, and hence 100% of the income, to yourself? Not in control of the 'cricket bat' unique resource are you?
Agreed - with no limiting factor, individual players in control of a high-volume, high-value commodity now dump the entire lot on a planetary population which they solely control. The simple limiting factor I propose is a rough and-ready solution to be in-place BEFORE the infrastucture upgrade, which remains an unspecified long time in the future. Trade needs addressing with the same urgency as problems with the warfare aspect of the game have been.
A level of finesse which is outlined within the infrastructure upgrade. But, can we wait that long? Players currently raking in buck bucks from monopoly trade can, yes. But if they're not prepared to make the game attractive for everyone else, perhaps they should be left to it. This is a reduced player base, so kjc lose income and we end up paying more for starbases.... TonyH | |||||||||||||
Gandolph | |||||||||||||
im afraid i disagree with a lot of what is being said. old players, "power" players what ever you call them, got to their positionthrough years of work, if you are in an affiliation, and you want change then surely you should use diplomatic in game systems to do this, if enough new players were in an affiliation they could bring about change anyway couldnt they. also i dont quite understand the need for saying an asset is yours. i have starbases that are affiliation owned,i cant remember the last time someone has been removed by their own affiliation, so why would i want my asset to join some one else or be owned by me whats the benefit. also on the same foot, why should the IMP give me a starbase only for me to then move it away from the IMP into some thing else. i consider that even though im in an affiliation i have contributed enough individually to the game that i have achieved something, i started with nothing and have built up, so why cant everyone do this? a lot of people contribute a lot to the game but only 5% of what they do is known about. most affiliations give assets to new players to help them, even starbases, so why the shortage? i accept that some new players leave but would they have stayed under any new game type? | |||||||||||||
Jumping_Jack | |||||||||||||
Well, each to their own. My own experience within the game has tailored my style: When BSE came out I liked the affiliation concept - a set of players you could trust absolutely, as opposed to the alliances of convenience in so many other PBM's/wargames, where you are prone to being back-stabbed at the first moment it is to your advantage. I loved that aspect right up until the moment when I was back-stabbed by my own PD and his cronies, who sold out the AFT to benefit an aff he'd designed to his own specification (The BHD). I couldn't take the benefits of my own efforts with me, yet he effectively did by getting a clone of it, for his new aff. From the moment I rejoined Phoenix, it was with the intention of becoming my own PD, and I stated so to my then PD within weeks of joining it. I pretty much agree with everything Goth posted earlier. Very few affs are much more than one central, controlling, player and a few associates. Maybe the IMP is different - but that's not the impression I get. Even with affs which are supposed to be a loose association, you get issues of resource control. For instance: The stock of industrial complex module blueprints, which would greatly assist the growth of a starbase, being kept by the PD to grow the HQ base - for the benefit of the aff. It could be argued that the greater benefit would be to distribute those assets, but the opportunity isn't in offing without raising argument and bad-feeling, and it's better to move on... or start your own aff. At least then, if you havn't got resources, it's not because somebody else has decided that their need is greater. I should imagine newstart multi-player affs are closer to the ideal. But they'll evolve to be just like the others. My own aff will probably be folded back into the Krell, when I tire of it. Until then, I can do what I like - up to and including declaring war on my own 'meta aff'. TonyH | |||||||||||||
ptb | |||||||||||||
Why wouldn't I? I can get the same potential income (you've already stated that mass will be modified by value so income, excluding distance modifiers, remains constant) from cheaper goods, assuming I can get them from just as far away, and by doing so I keep 100% of the money. I don't need high value and high volume if i have at least one of the two, which is why I don't think this idea will help. Of course under the current system as I don't have high value and high volume I'd be happy to purchase your excess high value goods. But then under the current system you can probably sell them all at your own starbase. All in all I think this idea just moves the problem around rather than making it better. | |||||||||||||
Goth | |||||||||||||
Nothing personal but aren't you the PD of the IMP? The "voting" system is kind of silly.... Doesn't the PD get 8 votes? Is there enough other votes in the whole affiliation to even get a tie score? Saying that you should get enough new players to be able to get a diplomatic solution is a real catch 22 isn't it? Imagine the pitch to a new player: Join us so we can get enough votes to over rule the PD.... Then of course, there is the fact that the PD can decide not to let enough people into the affiliation to break his voting block. I am not suggesting that the affiliation system should be changed. I am just saying that if you really want new players to stick around, getting them their own "starter bases" or other player owned assets to build up is the best way. I imagine that if the affiliations really tried, they could even get some of these smaller affiliations to join up with them as they matured (keeping their player owned assets and bringing them with them to the affiliation). This way, if the new players really disagreed with an uncooperative PD they could leave the affiliation with more than just their hats in their hands. There would be a loss to the affiliation not just the player (member leaving). Having 100% control over so much of the game's resources has corrupted many of the PDs perceptions of the non-PD players. Goth | |||||||||||||
Goth | |||||||||||||
Opps: Richard C.... I know you are not the IMP PD.... Sorry about that. Just for the record, I have a ton of Freedom in the GTT and enjoy the resources of some big bases. I like to fight so I don't care so much about the other facets of the game. If I was not in the game for the fight, I doubt I could stand being in one of the big affiliations. Goth | |||||||||||||
Jumping_Jack | |||||||||||||
But nobody would be able to fulfill the immense demand for low-value stuff by local production - The demand for stuff with a $0.1 basic value would go up by 10X - Utopia alone could absorb 300K MU's of just food. A more typical planet with say 1600 MU's current demand, could take 16K MU's per week. What it couldn't take is 1600 MU's of Ambrosia, or Falconian wool. And that seems FAR more realistic to me. Trade benefits: because high-value stuff gets split down, and a market for low-value high volume stuff might arise. And frankly, even if it means that players controlling a high-value high-volume commodity cant just cart the stuff to their own private market, so much the better, because THAT's whats destroying the trade aspect of the game, and that is an aspect which needs some attention at long last. Merchandising complexes would need adjusting to have stellar, rather than MU, limits. How about equal to the base merchandising income amount for the planet, per complex. eg: A demand of $176 and a drop of 50 might mean that each merchandizing complex could sell $176 of stuff, per week. TonyH | |||||||||||||
Garg | |||||||||||||
i think one of the threats of owning affiliation owned bases and ships are that it means the aff top can just take stuff away from you and i guess many players normally dont have any votes or just 1, which means you need alot of others on your side will have not been seen yet? Its not that bad in IMP, i had 4 votes ![]() But if you want to change aff, then i think also people should consider what it is they want, if its going IMP to CNF, then ok i see why you want to try and bring stuff with you, but if you are going to be new alien aff or so, then i cant see why you will bring it with you, i always leave my stuff with the old aff, even personally owned stuff, except the 3 start up ships and normally only around 1000 stellars ![]() | |||||||||||||
Gandolph | |||||||||||||
youve given away my goals now Goth ![]() seriously though, the IMP, people have votes, we share as many bps and assets as possible, and we are friendly and try and help each other. i would have thought the other affs are the same? surely, ive spoken to enemies who seem ok, so surely they are ok with their own | |||||||||||||
Lord Scrimm | |||||||||||||
I have to wholeheartedly disagree with Goth's perception about Aff ownership of assets and dictatorial control by Affiliation PD's. ![]() My experience has been that as a starter player I was encouraged to administer an Affiliation asset and to use that to build up what I needed to thrive. I was provided with Advice, Guidance and Assistance whenever I needed it. Using that single Affiliation asset as a foundation, I expanded and acquired several further assets - all player owned. I have since turned around and used those player owned assets to assist the endeavors of others within my Aff and to provide Advice, Guidance and Assistance to whoever asks within my Aff. I have acquired still more, strategic, player owned assets in the time I've been playing (as well as administering further Aff Owned Assets) and those have become Affiliation owned by my own hand. My player owned assets have contributed significant production, research and support for my Affiliation, and my Affiliation is stronger for it. So what is the difference whether my positions are Player v. Affiliation owned? I find that I have a much greater attatchment to those positions that I worked hard to acquire myself - there is more personal history associated with them and they are therefore much more interesting and involved to play. I personally feel that if you give people everything they could possibly want, then they lose their incentive to strive. I was provided with the tools I needed to accomplish my objectives - it was up to me to properly use those tools. Should I decide to leave, for whatever reason, those assets that I still retain as 'Player Owned' will be folded into the Aff. They will then be used to provide the tools needed for new players in my Aff to accomplish their objectives within Phoenix. That's the way we work, and I've seen the same with other Affs. As for the dictatorial control of Aff PD's - there are controls in place to ensure that Affiliations have a certain stability over time. This manifests as players with longevity moving up in the ranks. This is a necessity to ensure that the long established history and knowledgebase of Affiliations is maintained over the years and is not irrevocably changed in an instant by someone without the full grasp of the long-term situation. Even so, there are instances where information is lost or profiles change when long-established players move on for whatever reason. The greatest mistake that new players make is to think in the short-term. Phoenix is a long term game - it has a long, colorful history and it has been designed so that it can maintain a long-term revenue stream for KJC games (a cynical comment, I know... but let's be honest here). I have seen many players change Affiliations like socks - moving from one brand-new shiny idea to another in the span of a year or two. Major accomplishments in Phoenix take years of dedication and coordinated hard work by many players to bring to fruition. I find it disingeneous when people then call those accomplishments 'gifts' and seek to diminish those accomplishment somehow as 'unfair' or 'game-imbalancing'. ![]() Although many may see this conservative playing style as 'ossification within the hierarchy' it is based upon what works - long-term objectives and forward thinking realize to greatest return. New players are still absolutely vital to this endeavor as they provide valuable insight and perspectives that help plan and shape future long-term objectives. And while it may sometimes appear that the leadership of Affiliations are cliques of entrenched players, it should be remembered that these people are the ones that have invested the greatest amount of time and energy into seeing the Affiliation survive and thrive. They have become personifications of the Aff through their efforts - if that changes, they can also be put out to pasture. And that is as it should be. Rich Fanning aka ![]() Lord Lawrence Scrimm CIA Intelligence Director | |||||||||||||
ptb | |||||||||||||
Oh the other hand trade doesn't benefit because whereas before I actually had to buy goods to cover market sales, now my high-value low-yeild resource produces enough to cover all my starbases, and all the ones in my affiliation as well... Looks like I won't be needed to buy at all, and so trade is dead. Which is the other side of the same arguement you just made. As I was saying it doesn't solve the problem just moves it slightly. | |||||||||||||
Jumping_Jack | |||||||||||||
..and some of us remember before the CIA build-up, and remember that it wasn't from nothing at all - they were created to balance out the FET, matching their start-up, plus more than a year of growth. I wouldn't want to take that away from them, or even get the same - I'd prefer to really build up from nothing, rather than just repeatedly claiming so :-) I would, however, LOVE to take the same path - researching from my secure base system into virgin territory, and know that if sucessful (maybe even automatically so - just imagine if the DEN had failed to research their way out of DHP). THAT is an 'unearned' priviledge that I'd like. If the game is to give such a total and complete 'early starter' advantage, that such efforts are a waste of time if you're not first, I think it should state so, instead of implying otherwise. How about the advantage of having other, failed, GM-setup, affiliations - like the original RAT, amalgamated into your own - literally 'unearned'. Must have been something worthwhile, because that point wasn't negotiable, was it? Shall I wait for one of the inner empire affs to fold, so I can take over it's assets? I'd be waiting for ever wouldn't I, because the CIA would restrict access, and take over those assets 'by right', even if it were allowed by the GM. So that's another unrepeatable privilege. TonyH | |||||||||||||
Goth | |||||||||||||
More of a misunderstanding of what I am trying to get across from a NEW player point of view (even though I think you would be tempted to disagree with me on just about anything). I am not saying that the affiliations should be forced to change. I am just saying that there should be a decent alternative to joining an affiliation. A small player owned starter base was an example. Even in your pro-affiliation statements, you clearly like your player owned assets better than the affiliation owned ones.... that is all I am trying to tap into. As it stands now, a true independent is a hunted animal. A new affiliation costs 1 million stellars to start (most newbies would give up before they came close to saving this much). I think the old time affiliation PDs desparately fight against this alternative because they know they will have to be creative in order to attract players to their affiliations..... NOT JUST BE THE LESSER OF THE MULTIPLE EVILS. Goth | |||||||||||||
Jumping_Jack | |||||||||||||
If you're currently buying sufficient trade goods to fulfill your own demand now, and wouldn't need to buy-in afterwards, presumably these goods might go on open-market sale? That would improve trade, because there's ***-all worthwhile to buy that I can find, unless I'm willing to make six jumps to earn less than a thousand stellars. And, I fail to see how increasing the capacity of a planet to take 300 MU's of food at $0.1/MU to 3,000 MU's at $0.1/MU can FAIL to increase trade. It's not all about high-value stuff. I think I see the real objection. Individuals with a single big-market planet and a source of high-value, high yeild uniques a long way away would loose an in-house major income stream, even though they could get most of it back by selling the excess on open-market. This is the POINT - trade needs increasing by making it less of a monopoly operation. And if it makes it harder to support a large fleet with the proceeds, so much the better. As I say - I have no objection to somebody running 20 starbases supporting a 20,000 heavy-hull fleet, because that's what it should take. And presumably he could still sell all his uniques to his own markets anyway, so wouldn't be effected. TonyH | |||||||||||||
Dan Reed | |||||||||||||
For the aff dictatorships, I have to agree that it's not as black and white as some are making out - not in the FEL, and not in several places. Like several other affs, we spread the assets around as far as we are able to do (and by that I mean so far as the FEL players want to take bases on) Equally votes are earned through in-game deeds - we're almost at the point where it will take four players to vote through an issue... For aff-owned assets, I don't see a problem personally - so long as the PD acts responsibly. You need an issue to remove a base from somebody and with the votes spread out you can't just do it on a whim. Certainly for the FEL, aff-owned assets have always been held by one player for as long as he wanted it - and handed on when he didn't. But we would have had a long stream of players leaving if thy weren't treated with respect. No it's not all rosy and perfect in the FEL - is it anywhere, in game or out? But whatever the game system, to get anywhere concrete in phoenix depends on co-operation and trust - the more you can do so, the faster you achieve your goals. Yes you can still get there on your own - but it is a long hard slog. Destroy that aspect of the game and you might as well be playing against machines... one last point for now - the setups for BSE affs. Yes, some were large and some had advantages over others. Yes there were some errors in historic GM'ing with regard to game balance (in my opinion, based on recounted tales, not first hand). You're never going to get totally away from that with a human moderator, especially given that there have been several over the years. But I wouldn't mind betting that even the largest BSE setup - PER PLAYER - would be small compared to what you could build from scratch in a year in Phoenix with your three starter ships and enough determination...I know the FEL setup wasn't (with the possible exception of the system - that I'll grant you, but even boltholes can be taken out) Dan | |||||||||||||
Jumping_Jack | |||||||||||||
Granted. And I am not proposing that this 'history' be undone, although the way some people react you'd think so. While I would agree it is probably far easier to do in Phoenix what was done in BSE, I would also state that there have been a few necessary adjustments done which make it much harder to accomplish in the last eighteen months of Phoenix what was done in the first eighteen. BUT, That cant be undone either, and wouldn't propose so. GIVEN all that; I do feel people overreact when a proposal is made which would put them at a minor disadvantage, especially compared with what has been introduced within recent years has done to others, and argue against it as if they had personally sacrificed their first-born to acheive their awesome acheivements. Because some of us know that is, at least partially, B****x. TonyH | |||||||||||||
Lord Scrimm | |||||||||||||
Getting back to the original topic of the discussion (and apologies for my part in the divergence)... Issues that I see with Phoenix: 1) Documentation: Currently, the existing rulebooks do not accurately reflect the Phoenix game-rules. I know this is an ongoing concern and that KJC is aware of it. This is a monumental task and one that is extremely difficult given the complex and fluid nature of the rules. That being said, new players (and veterans) still need to know with some degree of certainty how the current rules will affect their actions within the game without having to rely upon the sage advice of 3-4 players. 2) Incomplete Rules: Tieing in with the above, there are entire rules sections that need overhauling and orders that have not worked since Phoenix began (specifically with Operatives). These have been put on the back burner until the infrastructure upgrade comes through, and the reasoning for the delay is sound. However, there are players that are getting tired of the wait. 3) No Beta-test Benefit: Individuals that push the envelope see little to no benefit for their efforts, and are often severely penalized for their creativity and desire to see differing aspects of the game explored. All too often, a course of action is implemented and the game rules are changed as a result to prevent imbalance. It is a difficult and thankless job being a game designer/moderator at times when attempting to ensure that the game survives contact with the players, but apparently penalizing players for entrpreneurship is not going to help things much. Many adopt a 'why bother' attitude as a result and this hurts their overall enjoyment of the game - leading to their eventual dropping. 4) Inconsistancy: There are times when actions come back saying one thing and they are changed later without notice. Granted, Phoenix is a complex game and it is difficult to keep track of every response that has been given and there are often things going on 'behind the curtains' to which players may not be privvy. Nevertheless, when players come to depend upon the results of an action it is nice to know that you can, indeed, depend upon the results of that action. 5) Forced Game-play Style: There are certain aspects of Phoenix that MUST be adhered to in order to maintain viable positions. If your only interest was in exploration you still have to spend time trading, maintaining ships, defending those exploration ships, etc... This supposedly levels the playing field as everyone has to adopt the same strictures or face deficits. However, outside of combat and trade, there has been very little development in the other aspects of the game that some find more appealing. The Infrastructure Update looks to be able to alleviate a good many of these concerns, but it's length in coming is off-putting to a good many. 6) Constant OOC Bickering: I know of 6 major players that will never read my list because they are not a part of this Forum. Their reason is that they are tired of the constant chaff of bickering and sniping that goes on which is of little to no consequence to the game. There are many that have dropped out of the Yahoo! forum as well for very much the same reasons. Dropping out of the Yahoo! forum is something that costs them some role-playing opportunities; however, as the Spacious forum is really the only vehicle to discuss new implementations of the rules (or to even FIND out about new rules), lack of participation severely hurts their ability to play the game. Further, unless you keep up with the Forum on an almost daily basis, the prospect of wading through hundreds of posts is less than enchanting - especially when they end up as long as this one... ![]() 7) Time/Money Committment: Many players that discuss dropping describe 'doing turns' as more of a chore than a joy. The time committment required to manage and maintain assets within a game as complex as Phoenix is oftentimes equivalent to a part-time job. Couple that with the bookkeeping and accountancy required to keep things in line and you have a job that you PAY to perform. Many are finding that less and less appealing, especially with the proliferation of MMPOLRPG's on the market that offer instant gratification and real-time graphics for a fraction of the cost. Phoenix has strengths and advantages that no MMPOLRPG can touch, but increasingly it seems that those strengths are being shelved to concentrate on features that are already in place in other offerings. None of the above should be considered indictments against KJC - Phoenix is a hugely complex game that takes a considerable amount of time and effort to run smoothly. Mica, David and everyone at KJC have done everything that they can to ensure that Phoenix is a valuable and entertaining experience for everyone involved. I would like to think that I am providing constructive commentary about some of the broad issues that have arisen from people that have dropped, or are considering dropping, in order to ensure that Phoenix continues to provide the very best PBeM experience. I want to see Phoenix flourish for my own selfish reasons, as I have derived a great deal of personal enjoyment and satisfaction from this game over the years and the friendships that have occurred as a result is something that I value highly. Cheers, Rich Fanning aka ![]() Lord Lawrence Scrimm CIA Intelligence Director | |||||||||||||
Jumping_Jack | |||||||||||||
The biggest problem with the game currently is the online editor. I know it is largely down to issues out of KJC's control, but it beggers belief that PBeM game has an online interface which simply doesn't work properly, for MONTHS on end. If this is... causing disillusionment... to me as much as it does, it probably causes 100% drop-out among any new players who encounter it. It sometimes takes 3-5 attempts to enter a single order, and constant vigilance is required so that it doesn't get posted to the wrong position. Drop everything else and fix it, would be my advice.
My memory is poor... what was THE trade enhancement, again? At the risk of bickering - I think it quite proper that players who do not wish to engage in the trade and income-generation part of the game, should have less income than those that do. Not none at all. Not a small fraction. Maybe 70-80%. But definitely LESS. Some players dont seem to want to accept this. They are wrong - Or am I wrong, and Phoenix is just a wargame? TonyH | |||||||||||||
Dan Reed | |||||||||||||
Possibly true - people do tend to get attached to what they see as the fruits of their labours ![]() But equally there are a fair few people frequenting this forum who try to apply logical thought and their experience in the game to try to make some objective (and hopefully constructive) crisitcism of points raised. Constructive debate is nothing to be afraid of - it helps to look at a suggestion from all angles, as there may be an inherent flaw that the originator never noticed...If a suggestion is the right one for Phoenix, David & Mica will use it even if there are a few strident naysayers. The mini-base idea as talked through at the pubmeet (global factors only, no mass production but for a reduced cost) would be a good addition to the game in my opinion - that's one suggestion that has merit in particular. It encourages exploitation of the small-pop worlds that aren't considered worth chucking a base on - and also bridges the gap between the "free trial" and the £4.25 a week that you need for a political plus one base. Some existing bases may be downgraded because of this introduction - but I would think that the take up on outposts converted to mini-bases would offset that - and come the infrastructure updates even exceed it. Dan | |||||||||||||
Jumping_Jack | |||||||||||||
Granted, I am guilty of blurring together both responses on this forum, and hence countering the wrong group [CIA], and also responses on IRC etc., some of which have been along the lines of "If this comes in I'm jacking it all in". But, the trade adjustment from MU to Stellar limits is in my opinion an answer to some serious difficulties within the game at the moment, and more importantly is at first appraisal, fairly quickly implementable. TonyH | |||||||||||||
Frabby | |||||||||||||
A few points from me: - Trade is currently screwed, I grant you that. From what I know about the mythical Infrastructure Upgrade (pronounce with captials) that's going to alleviate the problems but will be some time to go yet. As a short-term fix I tend to agree that planetary limits should be on stellars, not MUs. - In BSE, the assets in the game were the players. In Phoenix this is still so but offset by the fact that a single player can keep a whole affiliation going as it can be mothballed (turning most starbases to outposts) and when a new player joins all the assets are ready to be taken up. No regrowth needed, just reactivation. That does give large affiliations an advantage over smaller ones, and players dropping out is no longer as bad as losing a war where assets are actually destroyed. - Training Grounds to hook up new players is an ongoing project but I really don't have too much time on my hands. | |||||||||||||
Goth | |||||||||||||
Couple this with the fact that there is no "starter base" alternative path for a new player and you can see that the Old Time Affiliation "Owners" have little or no incentive to do right by the new players. Right now, the benefit to the PD that has a monopoly on the affiliation assets is that the new player picks up the real world cost of running the affiliation starbases and when the player quits or leaves the affiliation all the ships/assets he created stay with the affiliation. Not a bad deal for the fat cats. Giving a "starter base" opportunity would create competition for the affiliations BUT it would also create a HUGE TRADING OPPORTUNITY for the big guys. Let's say for example (using my previous Krell example) that there was a relatively safe "home world". A new player or a disgruntled former affiliation player would start with the basic base (100 factories,mines,merch, whatever).. just enough to get started..... Guess what they would need lots of?????? Everything!! Mods, basic tech, weapons, employees, you name it. This could go a long way to helping the trade system out since there will be demand by the "have nots". Just my thoughts (again)..... I'll stop beating the dead horse now... Goth | |||||||||||||
Goth | |||||||||||||
Example of the basic starter base concept: Player Newbie tries out running a ship and likes the game.... Decides to take the next step and get a political but doesn't like the idea of jumping into any of the affiliations... Does want to start a little independent trading/exploring operation as a Human. Gets a starter base in Yank on one of the planets... Mobile Bay, Lunk...whatever. As part of setting up (just like starting a political and getting 2 more ships) a starter base... he/she gets to pick 300 complexes of their choice and up to 3000 employees and upd to 3000 mercs to start... Just rough idea but you get the notion. Goth I would also include a couple underlying principles that could not be transfered/sold. In this case A couple Human racial principles/techs (training for example. Just enough so that there is some basic things the player can do without being hamstrung for a whole year. | |||||||||||||
Gandolph | |||||||||||||
i am afraid i completely disagree with the thread here. i think there are enough starbases in the game NOT being run, if you want a base and help from other players and opportunities to make your mark, join the IMP, we will give you a base, we will help out, you do have a say, people can do their own thing, trade, organise their own attacks. whatever. WHY does there need to be more bases created that will become duff outposts later on. if you dont join the IMP, join the CNF, join the DTR, well alright maybe not ![]() i cant quite get my head round this thread or see its point. thats my view....... | |||||||||||||
Garg | |||||||||||||
dont you have any problems with this game Gandolph? This place is really to find out, what people have of problems with Phoenix, while we can disagree on alot of it, then i doubt we have really heard from all, what they think is the problems and possible how they can be solved. | |||||||||||||
Duckworth-Lewis | |||||||||||||
Assuming that most players pretty much have full control over what they produce and what they do with that production, then running an established base for an affilation would be an excellent way to help build-up a base of your own. So running bases for an affilation - and indeed ships (to shunt cargo from one t'other) - can be pretty handy to help establish yourself if you really want to go it alone. | |||||||||||||
Jumping_Jack | |||||||||||||
I agree with Gandolph here... The problem is a lack of prime sites, as much as anything. If there really are an excess of bases, what they need is recycling: Perhaps some facility for an aff to raise an issue to sell on an aff-owned base to the EEM These could then be sold on to interested parties. (Cat ---> Pigeons: How about the automatic right to sell to the registered system owner, Whoever they are, ' for '10% of book value' - as an incentive not to 'Land Grab) :-) As I posted ages ago, setting unsupported bases (i.e. inactive player-owned with no stellars left to pay wages) automatically pirate-flagged, could be fun. Are there any 'unsupported' bases? Or are they all reverted to ownership of the flagged aff, and go to the pile of owned outposts, generating no RL money?
Been there, done that. Still am actually - my current stellar-generator is a rental place.
I AM an aff dictatorship, and proud of it. TonyH | |||||||||||||
Ted | |||||||||||||
I see no reason to change the way trade works by a little tinkering until the infrastructure rules come into play. If that happens players will adapt their play to the new tinkered trade rules and would have to change yet again when the infrastructure hits us,causing a lot more grumbles!! ![]() Keep trade as it is and work player to player to make them work.IMO most prices are still way to high,but that's another thread! ![]() As I suggested earlier in this thread and no one commented(I feel so left out ![]() One other point about aff owned assets.It's very hard to give players assets to become player owned.The value of the bases are very high and as it stands now the only way to achieve owership is to buy the base from the aff.Not many players(even oldtimers like me)have that sort of cash available. | |||||||||||||
Goth | |||||||||||||
My point is new player retention. I am still new enough to remember my biggest gripes with the game and it had nothing to do with tweaking this game mechanic or that one. It had everything to do with feeling like an "employee" instead of an "owner". The problem was that if I didn't like that feeling, there was no other viable path (every affiliation says they give the members a say but who controls the ships and bases?). Think of all those "dead" starbases out there rotting as outposts.... How many are player controlled vs affiliation controlled??????? I bet the VAST MAJORITY are affiliation owned. Why? Simple, Human nature is to take care of things they OWN. Think about this: All the big affiliation PDs have been playing as leaders of the Affiliations for YEARS... this is because they are effectively the "owners"... members bounce around and out of the game because they are "employees". I'm just saying that there should be an alternative to being "an employee" without "stealing" from affiliation assets (taking stuff and transplanting it). Goth | |||||||||||||
Garg | |||||||||||||
actually Ted, i have referred to movement as well, not sure about the 60TU per day, because of Pirates, but if it would work, then fine with me ![]() ![]() | |||||||||||||
Rich Farry | |||||||||||||
Or just maybe its the other way around and they are a PD because they have been playing for years. | |||||||||||||
Goth | |||||||||||||
Hmmm. I'm not sure what you mean by this... My point really is that I don't think many PDs have quit the game (except in a real life emergency or problem).... I know lots of NON-PDs who have quit... Many of whom quit because they didn't like the way affiliations were run. Many felt they were locked into battles that have raged in a boring fashion for many years with old players who had old grudges and wouldn't consider a new point of view. Goth | |||||||||||||
Garg | |||||||||||||
Well perhaps the problem with aff owned and privately owned flawed, because not all organisations are the same. lets discuss some possible differences. AFT is a group of independent companies, so they should not really have anything called affiliation owned, except for their HQ starbase, its the capital of this company, rest is just affiliated too it. FET is from the profile they had, smugglers, merchants etc, so a big company, but much like AFT i would say they also should not have alot aff owned, because who can trust the rogue elements. CNF and IMP are the same i would say, they should have their stuff as aff owned, because they are a military organisation more, then they are anything else, so you cant really claim to be free. CIA is like FET filled with rogue elements, but ofc working together hard, but still means they should not be have more then their HQ as aff owned. So difference might be more in how these groups are sorted out. If human employees are not just humans then would it be better, so IMP space humans should be Imperials, so you got imperial employees, imperial soldiers, these will not work with or consider Confeds hostiles and invaders and Confeds will have confederate employees etc. AFT due to their nature and not being part of either group, can use either type, but beware of mixing up the groups ![]() Since aliens tend to just have 1 or few affs unlike human affs, then no change to them, this could be a way to split up it more and make considerations to how your affs are like. For us krells its, each clan (single player aff) will determine how to do this, since most of us are dictators, then will we go with aff owned i bet, i have not personally done anything to change this, its just me here in KRL anyway, so not important right now, but if more players appear, then i will make it aff owned, if i give some for the new players, but then being krell means you should go for the 1million to setup your own krell clan anyway ![]() | |||||||||||||
Ted | |||||||||||||
Remember Pirates would be under the same movement restriction.Which means they would have to stay in a system hiding somewhere after an attack.If a fleet of APTF ships were in system they would have a higher chance of capturing the Pirate.Of course if no ships were in system to chase down the pirates they would get away.So it wouldn't increase the number of pirate attacks. What the 60 TU movement per day would do if affs were serious about defence against pirates and other affs is break up the mega sized fleets into smaller units so as to cover more territory. This would lessen the large scale battles we see now wherby two large fleets square off against one another then it all goes quiet for weeks on end while they go back to base for repairs. Not saying mega fleets are wrong,but they and all other shipping move from A-B to quickly IMO. | |||||||||||||
Garg | |||||||||||||
as i said i am not against it ![]() | |||||||||||||
Goth | |||||||||||||
I'm not so sure that slowing the movement system would be good. The normal 100TU jump drive is very slow in my opinion and even the 50 is not so great when you factor in the movement between orbits and quads. Furthermore, in the case of big fleets....there is also the RETURN TRIP.... TUs burn up real quick and if you are fighting in the inner orbital rings there is always the chances of getting hemmed in by small picket ships. There have been far less mega-fleet actions in the last few months because tactics have been developed to combat those types of moves. Slowing movement will make the game less appealing to new players (read as boring). Goth | |||||||||||||
Garg | |||||||||||||
well actually, if you include cheaper build stargates, not dirt cheap mind you <g> then will you still be able to get around quickly, using them. But if Confeds or Imperials want to cripple the other side in a system, they will go for the stargate, once its down, then will the owner of the system have a problem getting there as well. As game is like now, you just speed around, which is ruining the game, but thats just me. | |||||||||||||
FLZPD | |||||||||||||
60tus would mean those with the HJD could still jump, whilst those without cant move systems at all - so it becomes infinitely better (1 divided by 0), compared to now where its twice as good. One idea could be to have Jump tus based on ship size - so small ships can jump for less and the bigger the ship gets the more tus it takes to jump. So a 200HH is a slow-moving tank compared to a 10HH racing bike. It would also give an advantage back to small ships, which would answer one of the other forum threads? The QJD and HJD would give bonuses to the basic tu jump cost and not be for fixed tus like now - say a QJD drops 10% off standard jump tu (whatever that will be for that ship size), whilst the better HJD reduces it by 25%. Mark | |||||||||||||
Jumping_Jack | |||||||||||||
The cheap stargates idea would be a radical change... maybe an EEM tech advance. But no - too many bottlenecks, you'd need one in EVERY system... dont like it. Jump TU's depending on ship class size I like more... but maybe along the lines of 1-50: 80/100/120/140 TU's increasing with ship size 'class'. One 'flaw' in the system in my opinion - I always thought it wrong that HH ships are the fastest, and XLight the slowest. Yes, I KNOW the in-game justification of 'ISR stress', but it could equally have been done the other way with 'increased mass requiring increased power'. After all - a flimsy hydrofoil is generally faster than a dreadnaught, even though the first is more prone to break up on impact. The particularly annoying thing is, most HH vessels seem to be equipped with ISR III and IV as standard, to save space for even more weaponry! Neither of these is going to happen... the game seems to have been too dominated by 'warrior' input at fundamental design stage to totally overturn now, and the shipbuilding changes effectively pulled the drawbridge up for anyone who doesn't want to join their affs. But planetary stellar limits to 'sell to pop' is a move towards what is envisaged for infrastucture, and might lift the trading aspect of the game from the pitiful element it is now, while we wait. And I'd only be satisfied waiting if it were to be implemented within six months or less - but that was assessed as "a year or more away" at the pubmeet, only three months ago. TonyH | |||||||||||||
Ro'a-lith | |||||||||||||
I have to agree with Tony's comments on 'pulling the drawbridge up' with the shipbuilding changes. Fair enough, it had to be implemented to prevent the 'uber fleets' from becoming even bigger (Although in some respects it didn't, as those affs already had the production in place to carry on producing hulls in large quantities), but it also prevented the other affiliations from any hope of catching up in terms of quantities of ships - or even fielding fleets of a comparable size. Edit: And I toyed with the cheap stargates idea myself a while ago. It's not necessarily a big bottleneck, if a few sub-rules were employed. Perhaps something along the lines of... Stargates only being built in ring 10 outwards Multiple stargates possible per system Can only use stargates to 'jump' to the equivalent quadrant in another system, with X number of jumps limit. | |||||||||||||
gordon | |||||||||||||
The idea of stargates is a good one because it permits systems to be easily defended. But it also permits the larger aff's to more rigidly control who gains entry to a particular system ... something people also complain about constantly. However I think that the game will evolve into that though as more and more aff's research the technology to build stargates. But When changes are implemented to the game you have leave room for improvements within the game universe so that the changes come by actions done by the players. I know of a few aff's who are attempting to gather the research to build these gates ... and this takes years. Having the GM step in because some people are unhappy about how the game is currently, seems very unfair to those who have made the effort to do the research. Gordon | |||||||||||||
gordon | |||||||||||||
This is not entirely true. If you join the DTR, GTT, IMP and maybe a few of the larger aff's then yes the PDs have been around for 10+ years and have essentially built up the affiliation/nation. If you join the smaller aff's then there is a much greater chance of advancement. Not to mention it being a lot of fun building up an aff. Recently (yesterday?) a fairly new player became PD of the AFT. I know of one large aff who has a fairly new player controlling most the important assets in the affiliation. However, you are in the GTT and I would not be far wrong when I say that malcolm practically built up that aff alone having only intermittant help from the occassional player joining and then leaving. You can't blame him or any long time PD for holding on to the assets they created within the game universe. I have a tendency to do things myself without asking the FEL membership to do it for me. Its a mistake and I am trying to rectify it and by trying to pass out missions to those who are equally capable or better at doing it. This is probably what causes people to leave because they feel there is a lack of trust from the aff. leaders. That is what I think is wrong with the game ... the lack of trust of new players. It is easier to trust an old well known player than it is to trust a new player because he could be a "dummy" player account set up to spy on the aff he has joined. Gordon | |||||||||||||
Mica Goldstone | |||||||||||||
There are a few instances where very good starbases with factories and merchandising have been set to outpost. There are reasons for this such as development of a better location; the starbase was the pet project of an ex-player etc. It is unlikely however that any newish player wanting to purchase these will have the stellars to do so and good faith is often lacking. We do have a mechanism whereby lease payments are transferred each maintenance. These cannot be interfered with by players. Sale of the outposts to players on an extended lease method could be done. Further, there are a lot of systems in the game that are not public knowledge – everybody has heard the rumours. Many of these have a single outpost claiming them, threatening the blow the bejesus out of anyone that even thinks of having a nosey round. Development of these systems is often negligible unless it contains something amazing. Again, affiliations could open these for colonisation using the lease method. The EEM would even pay for them to become public knowledge and have a nominal colonisation lease payments for starbases and outposts built on the primary worlds (for the first few years). | |||||||||||||
Jumping_Jack | |||||||||||||
Nobody would, or at least should, want to deprive the current long and very-long term players of what they have acheived, spending real-life money in the process. If they want and can afford a full-size affiliation largely on their own, why should they be stopped?. And, they do impart some continuity to the game - some affs have seen thier politics and external relations change radically at the drop of a hat every time the PD changes. Very occasional GM intervention to restrict their game impact, due to their having a proportion of GM-created, rather than player-developed assets, should suffice. All I've ever argued for is more 'equality of opportunity' NOT immediate 'equality of outcome'. For my £X spent over Y years to roughly match their same £X spent over Z years. Not 'to immediately get what other players have spent years building up', as I am sometimes accused. But this is NOT what happens now, in my opinion, and possibly contributes to dissillusionment. Anyway, there are probably plenty of affs around who do spread what they've got around equitably, have democratic processes, etc. for the new players, for those who are willing to find them. Possibly the training grounds project, replacing random seeding into eligable affs, will improve matters, allowing some in-game experience, and the opportunity to assess the available options properly. However, nobody would want to play in learning mode, unless they got some real, in-game, benefit out of it. How about making newstart couriers affiliation-owned; by the TRN aff, and the newbies cant leave the training grounds, until they can 'buy the ship from affiliation'. Training couriers could have their 'auto-destruct' facility removed in consequence - less danger of dummy setups, to gain free ships, if they're not free and it takes a month or two of effort to get them out into the full game. TonyH | |||||||||||||
HPSimms | |||||||||||||
I agree 100% on this, 80% non replies from new players who also appear to never run their ships is a modest estimate. The orders, etc, are problem enough without having to wrestle with the Turn Editor(s). Making the Turn Editors user friendly should be a priority fix. Geoff PS I think all officer creation costs are too high, especially naval officers ![]() | |||||||||||||
HPSimms | |||||||||||||
[QUOTE=Goth,Feb 21 2006, 09:19 PM][QUOTE=Gandolph,Feb 21 2006, 07:37 PM] im afraid i disagree with a lot of what is being said. Nothing personal but aren't you the PD of the IMP? The "voting" system is kind of silly.... Doesn't the PD get 8 votes? Is there enough other votes in the whole affiliation to even get a tie score? [/QUOTE] No I am PD , Richard only gets 4 votes ![]() In the IMP anyone with a political position gets votes based on how many starbases they control. I can be outvoted. The main problem for the larger affs, and I am sure it is not only the IMP, is the number of active players they manage to attract who are also prepared to pay to play. Geoff | |||||||||||||
Jerusalem | |||||||||||||
"Slowing movement will make the game less appealing to new players (read as boring). Goth" I agree with this wholeheartedly. If you slow movement, new players with one or two ships are not going to see much at all happening in their turns when they start off. And that's a problem I think. But I also want to echo the person who said the number one problem is getting the order editor to be more user-friendly. Many of the new players I know, have had troubles getting their first turns in. | |||||||||||||
Dan Reed | |||||||||||||
As can I - in fact, as can me and one of my two VPD's (and very soon, me and both of them....) Democracy at work in a Tyranny - keep back, could be interesting ![]() Dan | |||||||||||||
Goth | |||||||||||||
I can't blame him and I don't blame him, I would do the same. Malcolm is hands off and doesn't meddle in the affairs of individual bases...which is great. Frankly, I am not talking about my specific circumstances, I was talking about new players and keeping them interested in the game. I have what might be considered in the USA as "Golden hancuffs" I had some great bases handed to me and I have invested lots of time and effort to make them bigger and better. Going to a little affiliation after being spoiled by the GTT would be a bitter pill. If you spoke to me 6 months ago when I was very close to quiting, I would have told you all those things I said previous to this post. Goth | |||||||||||||
Tonymac | |||||||||||||
Hi all. I dont come here often - not much to say, but I have read this thread with interest. One thing I think is wrong with the game is certain areas of combat.... Very recently, a few light , x/light hulled ships pounded a platform using missiles for one round of combat. Horendous damage was inflicted... The idea seems to have been to scout the platforms defences, while delivering massive damage. When this was bought to the GM's attention, he advised us to use a loophole, and place certain other ship types in orbit to nullify the Light hulled ship attacks. Was this loophole implemented specifically to combat light hulled ship attacks (ISR fields). Wouldnt it be easier to make light , x/light hulled ships incapable of combat. Looking at this realistically - would light hulls be able to cope with the stress and inertia of hundreds of missiles being fired all at once.?... Surely, as the missiles fired, the stress on the light hulls would be so great that the hulls would fall apart, or atleast the ship would be propoelled backwards (sideways - whatever) under the stress of it all. In which case, all the missiles would miss, or after firing off the first few, the ship would be falling apart and so be unable to fire any more missiles. Just my opinion. I could also grumble about the creation of affs to attack people (ICE/VSQ) and then dissappearing... but I might be accused of crying foul because I am personally involved (and I dont know for sure that the affs have dissappeared - maybe they are just hiding from me. ![]() Thanks Tony Mac | |||||||||||||
Archangel | |||||||||||||
The above tactic is valid within the context of the game. Since the owning affiliation found a cheap way to belt your platforms, and at the same time defeat your tactical expectations is no basis on which to cry foul, let alone approach the GM on this issue. Although X/Light hulls are intended to provide additional space for the inclusion of components, and at the same time acquiring large negatives because they are physically larger in volume does not preclude the use of including offensive weapons in this space. It does get balanced by the effect of counter-fire killing such ships very easily. Unless you can show a clear mathematical argument that demonstrates the stress loads generated by the fire of weapons heavier than point defense systems is not safely distributed across the framework of such ship classes, then you have absolutely no basis to make such an assertion. You will also need to show that these same ships were loaded to the maximum cargo loading as well as this will in turn add stress to the ship frame. Note you will also need to show that missile launchers etcetera are substantially more dangerous to mount and fire from this ship class than ordinary point defense systems. Consider also that in real life, the energy of a missile is significanly less whilst inflight, and similarly the thrust levels to launch them in terms of total force is substantially less than the energy dissipated against the target at detonation. If this were not true, the they would be nothing more than big bullets where the energy dissipated on impact is always less than the the energy used to 'launch' them. Also since you have openly admitted to using a loophole to defend against this tactic (based on GM guidance), if anybody should by crying foul, your opponents should. Personally, I would not have called the defence tactic a loophole, but a valid defense tactic against an unexpected means of attack. | |||||||||||||
Goth | |||||||||||||
Surely, as the missiles fired, the stress on the light hulls would be so great that the hulls would fall apart, or atleast the ship would be propoelled backwards (sideways - whatever) under the stress of it all. ------------------------------------- There was an entire thread dedicated to the ISR stress thing and many opinions were voiced. In the end, based on the rule changes, using light and x-light hulled ships this way is suicide. It is not a loophole in the rules (ISR Damage) it is a specific rule implimented to keep this type of ship from doing what it did to your platform. The rule changes were announced in many different places (including the weekly newsletter) so there is no good reason for not realizing that keeping a couple ships in support of your platform/base was proof against this old style attack. Goth | |||||||||||||
COH_Gord | |||||||||||||
This is returning to an old discussion. But the Torp launcher ships were changed so that they could not hit anything that was more than 1g faster than themselves. As it is, Xlights are practically useless in combat UNLESS used against unsupported and unarmoured platforms ![]() But calling it a loophole ... Not unless you accuse the KAS (GM run) of using the same loophole which is essentially where the idea came from. Gordon | |||||||||||||
Nik | |||||||||||||
If people want to use (x)light hulled ships in battle, then they should be allowed to do this. However, platforms are expensive to make, as are heavy hulled ships and whilst a platform hull can have 50MU capacity compared to a heavy hulls 30MU, platforms are seriously disadvantaged as they're static so easy to hit. The ability of a (x)light torp ship blowing up a HH ship was the reason for the introduction of the 1g torpedo limit and ISR field stress. It would therefore make sense to have some such mechanism for platforms. So yes you can have some small HH ships to use ISR field stress to take out (x)light huleld ships. However, surely it would be better to allow platforms themselves to create an ISR field. This could be done either based on the number of platform hulls or by allowing ISR engines to have an ISR generating field function in a platform. The latter would be better as it would then be a compromise between how many ISR engines you want to install in the platform conpared to other items. Nik | |||||||||||||
Ro'a-lith | |||||||||||||
Interesting point, Nik. Apparently platforms already 'generate their own ISR field', as evidenced by certain special actions ![]() It certainly should be possible to say permit one hull to generate the equivalent field of 1 ISR Type 4 engine, in terms of combat - or similar. | |||||||||||||
gordon | |||||||||||||
I disagree. If we constantly Tweak the combat system every time someone thinks up a new tactic to deal with a problem then we will soon be left with combat which leaves no room for tactics. Straight hack and slash with only the numbers (amount of hulls) of ships determining the outcome of a battle ... I'd find that rather boring. I think the real problem is not the Xlight hulls being used to carry weapons but rather people not thinking of possible tactics that can be used against them (platforms) and takings steps to defend against it. So leave some room for innovation and creative thinking ... that is afterall, what is fun about this game. Add that to things I think is wrong with this game. The constant adding of new rules because someone complains. Most of these things can be taken care of in-game without GM intervention/interference. Gordon | |||||||||||||
ptb | |||||||||||||
I thought the damage was due to manvouring into combat causing lots of stress on the hulls, worked out by the number and rating of the isr engines, rather than fields these generate. If it's fields then ISR Type-1 drives should do less damage as the description mentions that the fields is tighter along the skin of the hull. Futhermore if it's manouvering then since when where ISR drives used for that? but thats a totally different arguement. | |||||||||||||
FLZPD | |||||||||||||
It does seem weird that you need ships to defend a platform, purely for their ISR drives Mark | |||||||||||||
StellarMining | |||||||||||||
Not going to comment on others words, my thoughts are. What is in the game for a new player? Well there is bugger all trade to do, I know I try and manage a bit but nothing worth keeping my attention. So improve the trade items and make is so you get more money selling to a different Aff. A new player cant get a starbase. Point to note is the SMS would love to build new starbases for a new player to take over but finding a system we can build in is almost impossible. So add more systems and decent planets to build on. Dont auto add players to an Aff. I think this is a bloody awful idea. The old days of BSE where Affs contacted you and asked you to join was much better. It gives a new player a view on who is active and who offers what. Changing this will I believe keep new players more than anything. Consider the current situation of only being contacted by one person. It sucks, plain and simple. One last thing for KJC. Offer a new player ten pound credit to fill in a questionaire, asking then what they think about the game etc etc. It will help to keep players and encourage those that would leave to stay for a bit. Nothing to lose really but you will gain useful information. Gareth aka Dr. Talain D'aygart SMS | |||||||||||||
Sjaak | |||||||||||||
The ISR drive was an compromise, as the orignal idea (which was way more realistic) was shot down. Also an Platform is not an defense on its own.. its an delaying factor, no more no less. If you think that an platfrom will defend your base while doing nothing, thenyou are plain wrong. Platforms can be killed by dedicated ships. Like any position can be killed by an finetumed counter vessel. Finding the counter design is part of the fun.. | |||||||||||||
FLZPD | |||||||||||||
I just think its weird that a ship with less hulls could remove an XL or light hull ship before combat begins, but a platform is vulnerable. The presence of a few ISR ships solves the 'tactical' problem, but it doesnt feel right in game-mechanic purposes. Its proven in-game that they do generate ISR fields, so this should have an effect on attacking ships too. Mark | |||||||||||||
ptb | |||||||||||||
Platforms don't move so why would it have an effect on attacking ships? | |||||||||||||
ptb | |||||||||||||
Along with a nice way to find new players this would be nice ![]() I know there is a 'list' in the online editor, but my list only ever has one person in it. | |||||||||||||
Mica Goldstone | |||||||||||||
Just to be clear - it was not referred to as a loophole. ![]() A platform is a stationary target and its primary vulnerability is that it cannot move and inflict ISR. It does however have many other positive attributes such as armour and space. Xlight hull 'warships' are possible and have a niche - usually hammering outposts that use negative profile as their only defence - it is also good at hammering unsupported platforms. Note however that large salvos of torps are subject to enhanced PD. In the case of this battle, the defenders PD's were firing at close to 400% effeciency. ![]() Our aim as game designers is to allow niches and some exploits - they are not mainstream tactics but have their uses. My opinion on missiles - this thing about missiles is that they are self-propelling. The reaction force is applied to the missile, not the launcher - this is the reason why there are such things as Laws rockets. There is negligible force and heat applied to the launcher and external hulls - certainly no more than handling a few hundred tonne freight pod or the super-heated ion stream of re-entry. | |||||||||||||
COH_Gord | |||||||||||||
Our attack certainly didnt work as anticipated ;-) There was still a platform in place at the end of the day. I work with laws and rules every day. I do know that there is a tendency in humans to apply those to everything at the cost of flexibility, innovation and creative thinking. There has to be room for these things in this game ... and not just thru the SA*s. Game winners and unbalancing exploits must be dealt with but not little things which can be countered in-game. Also, I'd rather the GM's spend time on the more important stuff such as the online editor and the infrastructure upgrade. Gordon | |||||||||||||
Jean Lannes | |||||||||||||
Just my 2 pennies worth. Trade does seem pointless at the moment but the biggest irritation to me is the unviability of combat at any reasonable level. No new player gets enough toys to play with because they are new and because most combat (bar the brilliant pirate large) seems to be of the - my fleet of 200 ships moves here and smashes this. Whats the point of giving a new player 2 capital ships - if he moves them on his own whatever opposing affiliations massed squadrons will squish it and it is difficult to use them in co-ordination for defence due to the time to move them around. But, as a new player I would love to get involved in the fighting side of things but cant see anything viable to fight. If you could reduce the reliance on massed squadrons you would increase a newish players ability to get involved in battles and therefore chances of getting capital ships and hence learning more of that side of the game. My affiliation does give out capital ships to new players (when it makes them) and I had 3 because I asked for them I then spent a year ! sending them to the location of every pirate/ hostile affiliation attack I could find and not once managed to get into a battle with them. That all changed when I parked them at my starter starbase for a week while I went on holiday only to come back and find a fleet of 30 ships from an opposing affilitation had torched them . Great. Almost dropped the game in disgust then and there. If there is some way of restricting the size of squadrons so that 9-10 ships would be considered large then newer players would have far more chance to get involved in that side of things and far more chance of staying in the game. | |||||||||||||
Goth | |||||||||||||
Hi Fellow warmonger: I felt much the same way that you do when I first started out (by the way, I have been in the game about a year now). The truth is that the mega-fleet battles are alot more rare than people think. Sure, they do happen and if you only have a few ships in their way....you are toast. The trick is to be the one to pick and choose where, when and how to fight. I started out with only a few ships but I geared my bases toward building ships (just small cheap normal hullers in the begining). I was able to learn a lot about the combat system through raiding and small fleet actions. The enemies I have (and they have the biggest mega-fleets in the universe) are not about to send hundreds of ships out against a few raiders...even if they do, they risk a lot more than the raiders are worth. Of course, a lot depends on what affiliation you belong to. I am blessed with an affiliation that provides me with a target rich environment. Goth GTT | |||||||||||||
Garg | |||||||||||||
as long as game keeps jumping so easy, then will a small battle of a few ships easily become a huge battle with hundreds of ships. | |||||||||||||
Goth | |||||||||||||
What better way to trap a wreckless counter attack? There is always the matter of saving enough TUs to get out as well. I still think that slowing the jumps down will make the game boring (especially for newer players). Besides, there are lots of ways to make sure the big fleets never make it to the location that they want to go to (assuming that location is not in rings 10 and above). Now that ships cannot be pinned, mega-fleets are much less of an issue. Goth | |||||||||||||
Garg | |||||||||||||
Actually game will not become slow as such, if stargates was to become affordable, so we can relay on those instead, then do i see a future game, where light and xlight especially will not use jump drives. for the military part, you now have to protect gates, warships will most likely be the ships with jump drives, which will cost 100TU or so per system, still means you can surprise people, but you cant just from just any ring, you need to go to the gates, if you wish to go to a system faster. This to me, would mean way more fun and less warships coming in at once, because you need to protect your backside as well, if you do sacrifise alot of ships and target is away from the gate you came throught, then if owners of that system blow up gate, it will take you long time to get back using just jump drives, to me this just slows down warfare, but to me, sounds more interesting, then just i move some ships here, how many do they got first day, next how many and so on. strategic manouvering, hardly whats in the game right now. | |||||||||||||
Jerusalem | |||||||||||||
Hi, From my DTR perspective, there is a lot of strategic manouvering going on. The big fleets do what the big fleets did during the two world wars, they move around in reaction to each other, and rarely bring each other to battle. And in the meantime, the lions share of the fighting is done by smaller ships, smaller squadrons. For example, just yesterday, a squadron of my heavy cruisers intercepted a GTT cruiser. Neither side massively re-inforced. I get a lot more play value and fun out of my small fleets of second-line warships, than I do out of my squadrons of 100HH Nebulons. Also, have we seen a mega-fleet encounter since the new rules came in? | |||||||||||||
ptb | |||||||||||||
I have to agree here. The game seems geared towards smaller fleet movements, especially since the combat rules last changed. Being able to 'bottleneck' incoming ships is just one, admitadly the simplest, way to concentrate your firepower. Although I don't like the fact certain affiliations have the potential to jump 200+ ships to pretty much any system they like, the fact is most of the time they can't risk it and it doesn't have as big and impact on the game as I expected. You only have to look at the success of certain pirates in the game to see how easily large ships with 300tus can be avoided. | |||||||||||||
Garg | |||||||||||||
i think that depends on your enemy, lets say i go to war with DTR, dont you then think DTR could spare the 200 ships to take me out first day? that a fleet with 300TUs could moved up to 8 systems and still hit enemy, would mean in WW2, that the Japanese should be able to reach america in 1 week and land in US main land. Either build up TUs need to leave or Jumping is to be reduced or the risk of you facing 100 to 200 warships vs your possible 3 is constantly there. In BSE due to prices on ships, meant that you would never really run into lots of ships at once, its the middle ground we seek here, i think reducing jumping is best option, because big boys needs to guard their home and that means the little guy can at least defend their 1 planet or even 1 system, if they got that. As it is now, you can jump out 4 systems, hit someone and move 4 back with 300TU or even worse, you get better jump drive and can do 8 both way. That means a small aff with even just 1 system will be close to impossible to defend, because well 100 to 200 warships against them, who will just move back home once the enemy is gone. So if jumping was reduced then that would not happen, because big boys would need those warships as well for own defence, which they hardly need now. | |||||||||||||
Matriarch Queen | |||||||||||||
Of course they could, but would they? As soon as the IMP hear that the whole DTR fleet is locked in combat in Storm I am sure the IMP/GTT fleet will pay a visit in Straddle or Adamski. I think it would be a problem if only one alliance or affiliation could field a huge fleet. But now we have plenty of affiliations with the capacity and I believe they take our each others. | |||||||||||||
Gandolph | |||||||||||||
it doesnt matter Garg, there will always be bigger people than you, the trick here is if you are small dont go to war with the DTR. its the same with all small countrys with about 10000 soldiers in their army now, they dont go tao war with USA or even worse GB, cos obviously weve got a better army ![]() anyway, that is wholly realistic in my view of real life, Big people little people all working somehow together. | |||||||||||||
Garg | |||||||||||||
i dont mind big boys grouping up for the bigger war, what i do mind, is that speed in this game is so high, that it actually ruins it for anyone not in the grand alliances. Had i never played BSE and joined Phoenix, i would most likely have left by now. and another poor fact of this speed is, that its your only way to control all the systems you got, that goes for any big boy with few players and many systems, if speed was reduced you would have a hell of a time to patrol them all. So what would benefit game most, i say reduction in jumping speed, because it would mean there is nolonger a big need to add in tons of new systems, because those that are around will see more interest. If you want to keep system as it is now, then its because you only have self interest at heart and Mica will need to add in hundreds of new systems, to make up for the fact that the game is so fast, which means again game is more boring to get around in. | |||||||||||||
Gandolph | |||||||||||||
i assume you dont mean reduction in jumping speed as this would make your issues worse. it was and is a problem, the speed of movement across vast area's, i totally agree and if you look on this forum i mentioned this 2 years ago. the hyperdrive technology in my view was and still could be to most a major problem. it was decided at the time nothing can be done about it. But as i say it is too easy to move about, we can have ships move from the Capellan system to the Darkfold system in 1 day, which isnt necessarily a good thing. BUT in saying that people have these drives now and theyve been in too long, so the only way round it is to stretch the systems out, OR make the drives only capable of so many jumps a day, still at 50Tus but can only do 2 jumps or something like that. that said a lot of the changes made in the game have reduced the overall effect of speed movement. namely the better leave battle prospects etc etc, so overall im not convinced there is a as big a problem | |||||||||||||
Jumping_Jack | |||||||||||||
I have come around to the idea of a 'Phoenix II' - something for the players who didn't want to pay £20 pw+ to play, or simply be a subsidy for the grand designs of those that do. Of course, some would consider that we loose the history and development effort by players in the new game. I would say - that's the point. And a few old threads which I seem to have missed out on could be re-jigged, surely? Illuvatorian starbases, Alien arifacts, Alien invasions no 2,3,4... The whole 'emperor is a clone' bit... Ok, you could just redo the interesting bits ![]() And we wouldn't have to work with a game which had been fixed and patched to disallow game-unbalancing features like 'cheap shipbuilding 2003-2004' or Hyperdrives, which are disallowed now but retained by those that already have them. But, as that old prayer used to go 'Lord make me virtuous and good... but not just yet though Lord, Not just Yet' TonyH | |||||||||||||
Matriarch Queen | |||||||||||||
Will this solve anything or will it just be the same in a few years? ![]() Or do you propose that all affiliations start without starbases (no freebies), without ships except for the starting courier (no freebies) and as soon as a player leave the game all his bases and ships will be removed from the game (not like today when you just get all the stuff when you join the 'right' affiliation). ![]() | |||||||||||||
Jumping_Jack | |||||||||||||
Well, presumably the rules changes are towards an improvement in game playability. If 'Cheap shipbuilding' cant be allowed now, it shouldn't be retained by those that took advantage of it under different rules than now. The advantage of a new game would be all could build up under the same rules. Why not just the equivalent of Hypso, in the new game? I'd be willing to start with nothing at all, in exchange for a system which was immediately balanced insead of having to make baby steps part-way in order to avoid upsetting the 'Cash cows'. They'd have their game how They liked it, and I could have some room to play mine in... a dozen systems? This is, after all, how BSE started - seed affs in limited systems, with the now mega-colonies then able to be severely damaged by a single Flagritzi base ship, armed with 200 photon guns. As opposed to now, when anyone who (for purposes of argument) annoyed the Flagritz could be faced by dozens of larger ships, amed with heavy nova cannon MkIII. A fresh BSE game-start with perfected Phoenix rules, that would be attractive. And, presumably they're NEARLY perfected by now - it's not the new rules, I object to, it's people who have gained from the old ones, totally controlling the game. so, presumably yet another new game wouldn't be necessary for ANOTHER ten years? After all - you wouldn't put a fresh start in a late-stage game of Warlord, would you? You'd allow those who wanted to, to take over drop-out positions, and accumulate other players for a fresh game start. The trouble with Phoenix is that drop-out positions, like the CNF or GTT cost large amounts of real money to run. Too rich for me. TonyH | |||||||||||||
Gandolph | |||||||||||||
i am against a Phoenix II, bad idea, and would probably end up with 2 games with reduced player base, and therefore reduced excitement. i have made my own excitement in the game, make yours as well, only dont write so much about it ![]() | |||||||||||||
Garg | |||||||||||||
well since race dont really have much of a say, then let all be humans only in Phoenix2, start with just a start up ship, but leave some GM controlled planets, players will then do all the normal things, earn stuff and build, since there is no races, then if someone leaves game, he can turn over his stuff to well EEM and half the stuff´s value will be added to an account for him, same amount is to be paid by anyone who wants some of these assets. So when player gets back, he got stellars waiting ![]() I am partial to phoenix 2 as well, especially if game continues to just favor big boys. not trying to dish any of you big boys, i think its great you all made it big, even if at expence of others at times, but thats the game ![]() | |||||||||||||
Garg | |||||||||||||
Gandolph i also want to do some stuff, but game rules are still pretty unfair, especially the jumping bit is unfair, as it really restricts alot of what i can do, i cant say more then this, because then i would have to raise IC issues here as well <g> lets just say, i have this problem i wish i could get around, but the problem have friends, who will get involved, if said problem says he dislike my actions, so he will call his friends, who will wipe me out, only thing that could restrict this, was sorting out jumping issue, as that meant they cant get to me that fast, giving me more time, as it is now, its just a hit and wipe action and i would be wiped out in what a week at most. So that is a flaw on the system. | |||||||||||||
ptb | |||||||||||||
It's not really the jumping thats causing this problem, but the fact ships 'store' a weeks worth of movement. If that was removed it would avoid the 'can cover 100000 systems' problem without slowing the game down and removing from the tatics you can do. Even just halving the store would make a big difference. And yes some orders take more than 60tus, it's easy enough to keep a note of 'progress' with any order. It would even give you the option of speeding the game up by offering more tus a day, which might help intresst new players or those with few positions. | |||||||||||||
Matriarch Queen | |||||||||||||
But isn't there other ways than changing the rules just beacuse you have a problem? Can't you use cloaking devices. Flag a ship as pirate. Ask pirate Large for help. Buy stealth scouts from the QNG. Anything? I have always believed (and still do) that there is plenty of ways to do things in Phoenix. The game mechanic allow for much flexibility, that is as long as you know the game mechanics which isn't obvious with the slighly outdated rules... ![]() And as for the wiping out part. What does it matter if it takes two weeks instead of one? ![]() | |||||||||||||
Jumping_Jack | |||||||||||||
We HAVE a reduced player base - I thought that was the problem with phoenix I? - The very large drop-out rate. Because the game offers little to the small player, except being 'Grist to the mill'.
You have been a PD in a multi-player aff (as have I). I cant afford it now - family commitments. I have TRIED to make my own - by announcing that my two warships would take a mercenary contract, and ANY limited response, within the range of that contract, was acceptable. What happened? - An immediate attack on a so-called secure system by an aff who consider themselves (and probably are) immune to all reprisals. I would like to engage in ship-to-ship combat, without joining somebody elses mega-aff [Pirate large being a VPD, at least]. This is not possible in Phoenix I. Mind if I ask for phoenix II? You stay in this one - but it is not my role to be restricted in the game just to feed your large-grouping goals. This I'm assuming, is an opinion shared by the large degree of drop-outs after the first few weeks. The response shouldn't be 'keep quiet, you might put even more off'. It should be 'What can be done about it?'. Unfortunately; nothing, in Phoenix I. Because it suits the players willing to pay for vast numbers of positions, or simply be part of groups that do. So, phoenix II perhaps? OK, I'll shut up - If you're lot will stop posting about that TEDIOUS IMP/CNF who-did-what to who stuff. I've already dropped out from Yahoo, and am TRYING hard to stop proposing game mechanism changes on here. I would particularly like to avoid personal abuse, thinly veiled as 'In character' sent to my private email address - you were copied in on those, wern't you? TonyH | |||||||||||||
Garg | |||||||||||||
actually, i hear this is a issue for others as well, jumping just cover too much territory. So its not just an issue for me, also its not crusial to me, but i think game would be better off in general to change jumping. And the exsample i made was more to show, how jumping is limiting smaller players as well, as we never will be able to get to the same number of warships you old boys got with your nice incomes. If there is no saving up TUs, that would also be a way to sort it, so depends on mica really, if he want to go with any of these, but i doubt it, because most big boys will be against any changes to them :-/ | |||||||||||||
Matriarch Queen | |||||||||||||
I consider myself to one of those small players you talk about. Inceasing the cost of jumping would severly damage all my operations to the point where I would see no need to continue them. I just want to say that you do not represent all small players in the game. I am one that hugely benefit by being allowed to jump large distances quickly. | |||||||||||||
Garg | |||||||||||||
just to announce it, i will from now on just view this forum, so no point in answering to my points anymore. | |||||||||||||
ptb | |||||||||||||
Thats why i proposed removing the store rather than slowing down jumping | |||||||||||||
Avatar | |||||||||||||
The fact is, despite me not agreeing with the majority of TonyH remarks, that he does have some points. The game does need a revamp to allow new players or players with less respurces to still be able to do some mischief. Pirate Large has been successful attacking freighetrs and avoiding large anti-PIR fleets, but what if he wanted to use 2-3 warships to wage a hit and run campaign on hard targets? The current situation where a small group of ships is unable to perform a strike (like for instance kill an outpost on round 2 of combat) and then proceed to move away. This puts it in the same situation as those who were caught unaware, but have a response fleet lying in wait at striking distance. If that response fleet is big enough it kills hit and run, a tactic most favoured by those who lack numbers. At the same time, I really hate the idea that 100 cap ships have a cone of fire that enables them to hit a lone target. I mean if 100 cap tried to fire at a single target (or a few) at least some of their weapons arc of fire would overlap those of a friendly and if fired would cause "friendly fire" casualties. The idea of uber fleets being effective, while hit run isn't is something that ruins the game somewhat, at for me. One can live with being outnumbered (as TonyH is), but he could still hope that by using a small ship tactics that he would be able to force the enemy to detatch ships from the uber fleet and protect its assets. The idea of x-light (and even light) ships being able to use weapons is something i can live with, but th idea that an x-light can use all cargo space for weapon space (well not all, but you get what I mean) is something that really bothers me. In the past, freighters have indeed been used to wage war, especially as merchant ship hunters, but i've never heard of any that could field as many weapons (missile or otherwise) as a ship designed for war. The ISR round 1 dmg is "odd". The way I see it , it serves as a counter to x-light and light warships, but it is a bit far fetched and easily replacable by other ideas, such as ships firing on sequence on a speed factor (for instance manouvre speed; getting the ship on the correct alignment to target). Having a tiny HH being able to disrupt a x-light strike, while a platform can't is extremely odd. | |||||||||||||
ptb | |||||||||||||
Odd in what way? Getting into firing position on a tiny HH ship would but a lot of stress on the ships hulls, which is what the isr damage is ment to represent. There would be practially no stressing getting into position to assult a static platform. I agree the overall concept of isr damage is a bit strange but considering the production costs changes and how little hh ships can hold it makes finding a sensible solution hard. Isr damage works, to an extent. | |||||||||||||
Avatar | |||||||||||||
Do yuo see your ships using weapons mount set on firing only dead centre? Do you have disruption while entering a planets orbit? So what if put some engines on the platform? It wouldn't move, but it would be active. | |||||||||||||
Matriarch Queen | |||||||||||||
I believe this would be a better solution, it would also create more interesting strategical situations with fleets that move instead of just sitting and waiting. | |||||||||||||
ptb | |||||||||||||
There is a difference between manouvering into a good fireing position and assuming ships can only shoot straight, space is fairly large and I assume ships have to manouver within a certain distance before firing.
Ships do take manouvering damage, very minor though, but I'd assume that working out the relative deltas to enter orbit requires far less strain than combat.
Shouldn't imo, but probably does. Didn't think of that ![]() | |||||||||||||
ptb | |||||||||||||
The only real arguments I see against it are: The fact ships are in one location longer which makes piracy easier. But then as the pirates can't store tus either capturing a ship and getting away with it are both made harder too. And the fact it might make hit and run tatics much much harder. You'd need two days to escape again obvoisuly relatiation is slowed down as well, so it might just have the effect of slowing down combat overall. For example hit and runs being multiple days of combat rather than just the one. | |||||||||||||
Rich Farry | |||||||||||||
Hit and run tactics against outposts are viable. They can and have been carried out. | |||||||||||||
FLZPD | |||||||||||||
Could a simple change be to make the Hyper Engine able to jump 8 systems for 100tus (instead of 4 for 50)? Still keeps the same ability to travel vast distances, but effectively increases the minimum cost (if you only go one system, its still 100tus). It would also open up the possibility for having a range of jump engines - an engine that can only move 1 system, for 30tus for example. Mark | |||||||||||||
ptb | |||||||||||||
Considering the information we get from tech manuals i think the distance of 4 is hard coded, although I could be wrong. Would lead to some intressting special actions though. The number of times i've wanted to jump 5 systems, if I had a drive that took even 150tus it would be worth it. | |||||||||||||
Ted | |||||||||||||
I like PTB's idea of reduced TU build up. IMO I've always thought it wrong that ships can move a whole weeks worth of travel in one day.If you don't move you lose the time. If I sit at home and don't go out for a whole week,that week is lost.I can't do a weeks worth of activities on the last day of the week!! ![]() For example I have several ships with QJD and officers with a +4 jumping skill.That allows 10 jumps in 300 TUs.Doing all that in one day is just plain stupid! ![]() Now I know players can't take the time to do orders for all their positions eveyday.Which is why I suggested limiting positions to 60 Tus of orders per day.A player issues the orders and let's the ship get on with it. I also understand that this would be boring for newbies with only one or two ships,but maybe(not always the case I know)those players have more time to put in orders as they only have those one or two ships and instead of rushing about from A-B they may take their time and explore all those systems they would otherwise bypass.Hopefully that would relieve any possible boredom. Lots of opportunities for the newbies to be given exploration missions by the big affs.Even if that exploration is updating existing data. It gives newbies something to do whilst finding their feet and slows the game down to more managable levels. | |||||||||||||
Dan Reed | |||||||||||||
There are some difficulties involved in removing the TU store entirely - I believe from reports with low-efficiency ships that it would need a rewrite of the coding to allow orders to be "part complete" - although this might have already been done for the HH maintenance routine. There is also the possibility of "information overload", making the game (even more) unfair in favour of those of us who can automate the data processing of our turns to a greater or lesser degree - it wouldn't stop mass fleet movements because those who have that number of ships probably also have access to somebody able to set up the datacrunching... Having said that,I'm not averse to having the maximum TU store reduced from 300 to a lower number (200 perhaps?) That would go some way towards removing the hypredrive-ships-can-get-everywhere scenario, without making the game boring for a new player - imagine having a week of seeing your courier do little other than send a turn saying "held waiting enough TU's to jump" every day - you'd quite possibly quit before you got to your first destination ![]() It would (hopefully!) also be a case of only having to change one data value to implement Dan | |||||||||||||
FLZPD | |||||||||||||
I think I missed the start of the thread on this, but how would it work for those orders that take over 60tus to do? Like standard jumping, prospecting, SAs, etc? Mark | |||||||||||||
FLZPD | |||||||||||||
Im not convinced it will have any impact on the ability of the HJD though - just means they can go a theoretical 16 systems instead of 24. It probably only leaves a couple of systems they couldnt get to in a day? Removing the stock altogether would benefit the HJD even more - they could jump the same day, whilst those using normal drives have to wait until a day later. From a normal JE covering 50% of the distance in a day, it drops to 0% in a day. To be honest, if Mica thinks the HJD is a problem then why isnt the item changed? Either make it not as good, or easier to build (so everyone can get them and it evens the playing field). From the comments some of those directly affected are making (IMP bloc and DTR), it doesnt seem to be an issue? Big fleets jumping everywhere in a day isnt happening. Mark | |||||||||||||
Dan Reed | |||||||||||||
Very true - another reason not to remove it altogether - there's several now, including the fact that some of us don't have the time to run turns every day, without fail
he did - he made it a lot easier to destroy a HJJ in combat....
Mica and David are the only ones that can see the whole picture - but that's my impression too. Dan | |||||||||||||
ptb | |||||||||||||
Oh the other hand rather than being able to jump 12 extra systems the hjd could only jump 4 extra on that one day, so it depends if your looking at pecentages or numbers, don't you love satistics. You have pending orders so you wouldn't need to reissue orders each day, that would make the game unplayable ![]() Despite me argueing against these points, and after a long discussion with another player, it seems there are a lot of problems with the whole 'partially complete orders' concept. As it stands either you do an action or your don't, with partially complete orders you'd have the concept of being 3 tus into a 4tu sector to sector movement, which is just silly from the whole combat pov. As it currently stands we can't reduced the tu store as some actions (at least one i can think of) take 300tus. | |||||||||||||
Gandolph | |||||||||||||
fleets do move vast distances in a day, ours do, and so do our enemies. thats what the drive is for. | |||||||||||||
Duckworth-Lewis | |||||||||||||
An alternative to limiting the number of jumps would be to have an increasing risk of a misjump - or perhaps even a jump engine burn-out - for each jump made after the first within a 300 TU spell? | |||||||||||||
Jumping_Jack | |||||||||||||
I dont see 'big ranges' as the issue, but 'big fleets'. But, cant resist: How about an automatic 'wait for TUs' order after each jump? Should be relatively easy to implement, and could be automatically set to 'current TUs+1'. OK... makes ships more vulnerable after jumping.. but maybe that's a good thing? Just an idle thought. TonyH | |||||||||||||
ptb | |||||||||||||
So just limiting you to a single jump in a day? What about 50tus jump drives though? | |||||||||||||
Jumping_Jack | |||||||||||||
Dunno, as I said - just an idle thought which I thought might contribute to an issue voiced earlier. Detail is probably best discussed between players who run ships. ![]() TonyH | |||||||||||||
Gandolph | |||||||||||||
theres too many shifting idea's, and too many people wanting different things. when it was bought up in the past about tus not being built up, it was poo poo'd I say leave it as it is............ | |||||||||||||
Jumping_Jack | |||||||||||||
'Halt on TU's' would make Navel interception theoretically possible - in the same way that spotters act and try to hit freighters the following day (or do they? - I only spotted the 'On patrol' flag yesterday). Adding a little more depth do the game, maybe? Just imagine being able to hit part of an enemy fleet as it went towards target, the other elements arriving under their expected strength. Of course assembling an attacking force beforehand would avoid this difficulty - but again this would ADD to realism, and slow-down massed fleet movement. Freighters become even more vulnerable because it disables dashing from port to port. But, maybe they should be anyway - or should at least employ 'counter ambush' measures a bit more refined than using a games mechanism flaw. It also means that if traders spotted those rare bargains on a public market, ships already in the same system have the advantage of grabbing it - Again, how it should be. Of course people havn't come around to a single conclusion, and this is the forum for sounding out ideas, right? Even if one hasn't been put forward yet, I think a lot of people are of the opinion that some things in the game need changing. Not everybody though, of couse. TonyH | |||||||||||||
Jumping_Jack | |||||||||||||
...AND, it might also preasure the break up up the big fleets. Assuming at present there are very few starbases immune to the combined fleet of the 'other side', defensive forces would have to be distributed throughout large territories, because otherwise any defensive response by the 'home' fleet might be delayed beyond the next day, as at present. TonyH | |||||||||||||
Ted | |||||||||||||
How about different types of Jump engines?? For Example. JD1(50mus in size)allows jump one JD2(100Mus)allows jump 2 JD3(200 Mus)you get the picture! ![]() JD4(400Mus) "" "" You want a ship to do a jump 4.You need to sacrifice internal space. The above can be applied the QJD and HJD QJD1(100 Mus) QJD2(200Mus) QJD3(400Mus) QJD4(800 MUs) Either leave the HJD's the same size as QJD or maybe increase them a bit,but HJD are rarer due to the unique minerals needed for construction. Of course all of the above are mark one versions.Higher mark numbers will reduce the size of the engines. | |||||||||||||
Jumping_Jack | |||||||||||||
While I like the idea of jump engine technical progression, making them bigger than now, or a higher tech level, just to go the common 'jump 4' would be a real step backwards. The Falconians, in Acropolis, would be stuffed, for one. . . . . The idea has some merit. Tell me more... ![]() TonyH | |||||||||||||
Goth | |||||||||||||
I don't see anything wrong with the system the way it is. I can't make Hyperdrives or quantum jump drives and I don't really care if the enemy has them. The Hyperdrive gets blown off at the slightest sign of combat and they are expensive in materials and space on the ship to have. The QJE is only good for scout type ships anyway. When is the last time somebody saw one of the massed fleet moves everyone is so concerned about???? I believe it was over 6 months ago. To change something as critical as the movement system for no major increase in the "fun factor" I believe is ill-advised (at best). Taking away the "storage" of TUs, slowing movement, making it more cumbersome to move things around only equates to making the game boring. If you think about what most people want these days (instant gratification) slowing movement is a "fix" in the wrong direction. I know that pheonix is not meant to be a video game or "instant gratification" but turning it into a grind is a big mistake. Goth (Gimme the speed!) | |||||||||||||
Jumping_Jack | |||||||||||||
The issue is not simply QJE, or Hyperdrives, which I cant make either. The issue is the big fleets being able to range over half the entire common systems in the game in a single day's movement, and move back to safety a day later. The entire common systems, for fleets with Hyperdrives (I know one affiliation which claims to have a stockpile of over 800 of the things, more than enough to replace combat losses for the next ten years) The skirmishing that now goes on is because big fleet controllers are unwilling to risk their, now literally, unreplicatable assets on a big fleet engagements against each other. Under some movement restrictions, the 10,000+ hull fleets wouldn't be able to dart forward, inflict massive damage, and retire, secure in the knowledge that if anyone is hitting them, they can be back the next day. Hyperdrive and quantum drive ships would still retain their advantage of covering the ground faster. It might bring the fleet combat game back from the game of 'Risk' it has become, (which is good for instant gratification, I understand). Make the existing game space seem 'bigger'. TonyH | |||||||||||||
Gandolph | |||||||||||||
are you sure youve nor been fed some of that bull dirt regarding the hyperdrives? | |||||||||||||
Jumping_Jack | |||||||||||||
No, but when people give you three for doing simple trading runs or even one completely for gratas, I know that they can be in that restricted supply, to some people. Possibly I'm mis-remembering. It could have been 800+ zionite (which no longer even exists for anyone else to discover). That would be 400 hyperdrives, right? Please re-examine my proposal, in light of comments on other channels: 'Wait for TU's after jump'. For everyone. Not just QJE and hyperdrives. Not remove Hyperdrives from the game, or give me any more than the limited number I still have. I know they can jump from one end of publicly available space in one day, because I've done it. How is this 'Whinging'? Please explain? TonyH | |||||||||||||
Goth | |||||||||||||
I have been fighting and killing enemy ships in running battles for the last 8 months (even longer but in the begining I only had 2-3 ships). I have at least 1-3 battles per week sometimes more. They are almost always very small engagements. The battles involve every enemy of the IMP block. These battle range from boarding enemy frieghters/warships to "suicide" attacks on known locations. Most often, my attacking ships are 20 normal hulls or less. I have jumped into bigger battles that others started on day 2 or 3 to inflict terrible damage and then leave but have not really been involved in big stand up battles. My point is that you don't need a big fleet to participate in combat, you do need a big brain and a little luck. You never attack where the enemy expects you to (or the WAY they expect you to). Big fleet manuvers that you are talking about almost never actually materialize into combat. The problem is that no one wants to admit they got bested....it is far easier on the ego to blame the game system. If changes were made to make the map seem artificially bigger and then one side or another loses a big battle, they will be blaming the changes. The problem isn't the game system it is the tactics of the players. ![]() Goth | |||||||||||||
Jumping_Jack | |||||||||||||
All very well, Goth. But lets face it - after giving you fair warning (I had some false sense of 'honour' - something I thought might be required for a mercenary) I have had nothing but "In Character" personal abuse from you and your PD, and in-game threats in your capacity of 'Mini-malc' - using the entire vast in-game resources of the GTT against me, my allies, anyone harboring me... I have no qualms about you sending your forces against me at odds of 6:1, and in fact invited it, for the experience. It's the typical threat of total in-game anihilation for daring to oppose you in our trivial little skirmish actions, with a massive, unearned, fleet that ruins any chance of combat within the game for any except those in possession of megafleets. Threats in which you are strangely quiet when facing an equal sized opposition who take your major colonies. I for one an sick of being threatened by annihilation for every action I take by fleets built up by different rules that are in force now. Until things change, I will play the game as it is now, how I want to play it. And that may come to simply running freeplay positions against you. And I'll show what happens, either way. TonyH PS I thought you had posted about how unecessary high-level tech was? Run out of cloaked torpedos on that ship yet, firing against starter broadswords? were they all you had handy? | |||||||||||||
Goth | |||||||||||||
I specifically did not use anything more than what I knew you had (because I knew you would cry foul). In our last "battle" I sent one 20 hull normal hull scout against your 20 AND 50 hull normal hull ships and I killed your 20 huller and got no damage vs my 20 huller... How much more can I handicap myself for you? For such and experienced and respected old timer, you really should have the character to admit that you have been bested fair and square and end the silliness. Why blame the game system for mistakes that no game mechanism could have saved you from? I played you like a puppet and did every single thing I said I would do (including taking one of your ships). End the madness or I will. Goth | |||||||||||||
Dan Reed | |||||||||||||
guys, please limit the discussion to game mechanics - this is getting close to being as "heated" as the threads on the yahoogroup lists. Dan | |||||||||||||
Jumping_Jack | |||||||||||||
Sorry Dan, but I think recent game actions are very pertinent to both this thread, and several subsidiary threads, relating to things such as secure systems and mega-fleets, and Goth's prior post was such a distorted view that I could not just 'let it Lie'. I also have been letting myself get riled by insults in private emails which although claiming to be 'in character' cant possibly be, since they include statements like 'if we kill off his political he'll at least have to change his whiney voice on the Yahoo forum'. Sorry. Goth has conducted a brilliant but infamous, pre-emptive, 'pearl-harbour' type strike on an unprepared enemy. I am enjoying my turns relating to this, more that any in MONTHS. The point I am making is that I am told that any counter-attack is liable to, and been threatened by, total annihilation by the GTT. Which is why the system claimants, who recently knocked down a 2000 hull enemy platform themselves in a matter of days, refuse to even consider any response to counter the GTT fleet, but are considering several military responses to me, as 'the problem'. I am simply using these events as prime examples of how megafleets allow total dominance of every aspect of the game, and should be limited, dispite the protestations of those who benefit from them, since they are an unreplicatable asset, which would cost 3+x more to build now, than they did eighteen months ago - a change which allows an adequate replacement level for those that have them, but cripple any development that those that dont. Of course I may be mistaken on what I am being told, and will only beleive one recent statemeny if confirmed by the GM himself: "Yes I control {several hundred} large warships, All of which were built since phoenix replaced BSE, and 80% of those since the shipbuilding changes were introduced. I do not beleive it. 80% in the eighteen months before they were introduced, and 20% in the eighteen months afterwards I would beleive. Can it be confirmed by the GM? As for restricted movement: I just wish to point out that the people who could theoretically travel from one end of the Phoenix universe to the other, a hundred times in a game year, could still do so afterwards. Hardly justifies the "Why should we be crippled" statements, does it? TonyH | |||||||||||||
Howellers | |||||||||||||
"The point I am making is that I am told that any counter-attack is liable to, and been threatened by, total annihilation by the GTT. Which is why the system claimants, who recently knocked down a 2000 hull enemy platform themselves in a matter of days, refuse to even consider any response to counter the GTT fleet, but are considering several military responses to me, as 'the problem'." Actually, not that it has much to do with game mechanics, the GTT fleet had nothing to do with our decision. Pete | |||||||||||||
Jumping_Jack | |||||||||||||
'Our' decision? I wasn't aware that your PD had any part in it, back-stabbing an ally who has spent more time building up Falconian homeworld defences in the last three months, than his own, because he thought they, as system claimants, were defending him. But... it does seem strange to declare war on a group which already controls one of your own starbases? Lack of coordination there, surely? ![]() This is off-topic, sorry - but the relevance is that I dont beleive the FCN leaders reasoning, above. He's too scared of being wiped by the GTT, but his first, last and only response to any in-game counter to his status, however peaceful, against weaker groups is the 'total annihilation' response. Which impacts of the hidden systems, and shipbuilding, arguments, I think. TonyH | |||||||||||||
Sjaak | |||||||||||||
Dear Tony, Please leave this bickering about game situations to the yahoo forums or IRC. This is an forum for GAME RULES not for ingame sitatuons. | |||||||||||||
Goth | |||||||||||||
I'm guilty of bringing some of this into my last post....sorry. I haven't agreed with much of what Tony has said but I do agree that it is next to impossible to build up a fleet to "catch up" with any of the big boys. I do have a large base dedicated to outputing ships (1600 factories).... they are obviously not all making heavy hulls but most of them are dedicated to getting ships built and in a whole years time (assuming I can't buy HH somewhere) I can only build about 20-25 100HH battleships (including all the internal components)... Then there is the patches to consider.... Anyway, I have always thought that the ships should be quicker to build but more expensive to maintain. This way a smaller affiliation could build up quicker (to have a fighting chance) and then "demobilize" after a conflict (scrapping/selling the extra ships) much like the real world. This would also discourage the unrealistic stockpiling of vast fleets even in peace times. ![]() Goth | |||||||||||||
Ted | |||||||||||||
A long example,sorry ![]() A ship with a standard JD and ISR 4 and an orbit time of 10 TUs travelling from Dogleg to Mobile Bay. Orders:leave orbit Jump Yank Move to orbit of Mobile Bay. Day One:Ship leaves orbit(10Tus used ,50 carried over) Day Two:(50 Tus from day 1 +60 Tus for the day=110)Ship jumps to Blagard(100 Tus used,10 carried over) Day Three:(10 Tus from day 2+60 Tus for the day=70)Ship doesn't jump(70 Tus carried over). Day 4:(70 Tus from day 3+60 for the day=130)Ship jumps to Skord(100 Tus used,30 carried over) Day 5:(30 Tus from day 4+60 for the day=90)Ship doesn't jump(90Tus carried over) Day 6:(90 Tus from day 5+60 for the day=150)Ship jumps to Yank,then moves to G 12(148 Tus used,12 carried over) Day 7:(12 Tus from day 6+60 for the day=72Tus)Ship moves to G13 and orbits Mobile Bay(14 Tus used) As you can see it takes the ship the same amount of time to go from Dogleg to Mobile Bay,but instead of doing it in one or two days playing time the game program divides the journey into daily movement. The player just issues the orders and the program does the rest. No more using the wait for TUs order then rushing right across the known galaxy in one day. The player could have the option of getting a printout everyday or when the ship has completed the orders.Of course any trouble along the way from battles and/or running into an asteroid will also generate a printout and allow the player to delete the remaining orders and issue new ones if so wished. The player could even keep track using the online editor. IMO this won't slow the game down enough so that players will find it boring,then again that's just me and I respect others opinions! ![]() | |||||||||||||
Goth | |||||||||||||
Being the commerce raider that I am, I can tell you that if movement was broken down this way....I would have a field day intercepting and killing enemy freighters. I would love to see this breakdown happen but would warn that pirates will gain a huge advantage and so would commerce raiders. Right now, the only thing that keeps the body count down to a degree is the freighters jumping from one safe base to another... If they "stopped" between jumps this way, they would ultimately end in predictable (unprotected) areas. I assure you that they would be EXTREMELY hard to protect. Ultimately, I believe it would also kill trade even worse than it is now because of the increased risk of sending lone freighters out.... All that said, I'd love to see it done. Goth | |||||||||||||
Ted | |||||||||||||
Bear in mind that commerce raiders and Pirates will be using the same rules.So do they hang around a trade route long enough to attack ships?or do they keep on the move to avoid anti pirate patrols? They will be just as vulnerable as anyone else! ![]() If a ship is doing a long haul run as the rules stand now they still have to wait at either end of the journey to build up TUs to move in system. Take my example on moving from Dogleg to Mobile Bay,but use the current movement system. The orders are as follows: Leave orbit Wait for Tus(300) Jump Yank Wait for Tus(60) Move to orbit of Mobile Bay. At either end of the route the ship has to wait for Tus to continue.I know it's only until the next game day.But there is a chance that any potential attackers could have their turns processed before your ship and hit it before you move.Granted you could order the ship to wait for TUs in the middle of the run instead of at either end,but it would still be vulnerable to attack if your ship is processed after the pirates. Breaking the movement down into blocks as I've suggested won't make ships anymore vulnerable to pirates as they are now! ![]() | |||||||||||||
Sjaak | |||||||||||||
A new rule like this will need to have a complete redesign how ships are going to work. If this is going to happen, then it will also mean that players need to keep track of what every ship is doing all the time. So basically it will mean that large tradeships get obselete and large fleets of small traders will start to appear. I am not sure if KJC would like to send updates for every ship in the game every single day.. | |||||||||||||
Ted | |||||||||||||
This idea of using only 60 Tus of orders per day actually came from Mica and Dave Bethel a few months back. It was put to a few of the PDs and a couple of other players for their views.It was knocked back at that time. I spoke to Mica several weeks ago and asked if it was ok to bring the idea up again,but on this forum.He said ok,so here it is!! ![]() KJC are willing to do it if the players want it! ![]() | |||||||||||||
Matriarch Queen | |||||||||||||
I think it is a good idea. As long as I can chose to not get any updates until they have completed their orders... ![]() | |||||||||||||
Sjaak | |||||||||||||
means you will be in the same situation as those people who put their ship in mid space and forget about them.. They will get boarded. You already get an way now to keep ships moving, its uisng an Wait On Tus order with 1 point in the last line. | |||||||||||||
Rich Farry | |||||||||||||
I think its a bad idea, and would make running ships more of a chore as well as discouraging more casual players. | |||||||||||||
Goth | |||||||||||||
Even though I think I would personally benefit from a change like this, I'd rather keep things as they are. I am used to the current system and I don't see any real problem with it.... It is also relatively easy to work with... In short, "it ain't broke" Goth | |||||||||||||
FLZPD | |||||||||||||
This would supercharge the low-tu cost JE (HJD and QJD) - they could jump in one day, hit you and retreat day 2 and you wouldnt have even moved! It means the hit-and-run attack for HJD is far more successful, but also means they can be back in their starting position before the normal JE ships have even moved. It would also make stargates and wormholes (if you dont have the right tech!) far more risky, as your ships have to wait to get through. This would benefit the FLZ - we could see the consortium fleet waiting at a stargate to come hit us and we get a days advanced warning to ensure we have a nice welcome party. But I still dont think its fair. The orders wouldnt be as simple as you suggest either - as a merchant would want to try to ensure they leave their ship at days end at a safe location; with the 300tu stock you can plan it (though a lot still dont, so pirates can have their fun<g>). With the 60tu per day it gets very complicated. My other concerns are more just emotional - I want instant gratification ![]() Mark | |||||||||||||
Frabby | |||||||||||||
Running the game on a daily basis and disallowing TU buildup was discussed before. TU buildup would only be allowed for ongoing actions that take longer than 60TUs (TU carryover to be stored as part of the pending orders queue, similar to production carryover). Pro: Solves most problems we have, and makes the game far more "realistic". Con: Makes the game almost impossible to play, especially for dedicated players who have a lot of positions to look after. It would kill the game and the idea was ditched for this reason. Currently you can more or less play at full efficiency if you do your turns over the weekend and plan for the past week. On a 60 TU basis you'd have to do the same amount of work every day or risk losing freighters to pirates in mid-space or missing to respond to enemy ship movements in time to counter a possible attack. In fact you'd have to plan into the future as opposed to knowing what is going on and calling your moves a week back in time. I have also added new thoughts to the Uber fleets thread as this seems to be a major issue when discussing game balance, fairness and everything. | |||||||||||||
Howellers | |||||||||||||
Well as the FCN are "too scared" of an "uberfleet" you also don't hear us complaining about wanting drastic rule changes do you? Obviously if the FCN is so terrified we've decided that we'll deal with it IC, rather than wanting the game rewritten to our own totally biased expectations of _how things should be_ Pete | |||||||||||||
Jumping_Jack | |||||||||||||
we'll I dont see you threatening anyone with a fleet remotely your own size with quite the same enthusiasm. Those of us who have no real wish to be part of a three or four affiliation meta-aff with hundreds of warships HAVE nowhere to hide. And cannot play skirmish conflict because that also has to be monopolized by the uber-players, switching freely between the roles. It was the standard response to NON-MILITARY in game actions which brought on the first 'threat of total anihilation' response from yourself. Which is why I emply the term 'Power gaming' - a standard roleplay term for somebody who can and will only play if they have complete and total dominance over all opposition at all times. Just have to stick to my Non-military play, based in yank, until I get bored and drop out I suppose. Is Yank actually safe? - It was when the FCN were builkding up, as Capella was when the GTT were. Yank MUST be, surely? TonyH | |||||||||||||
Howellers | |||||||||||||
Perhaps there was a hugely motivated plan with wide ranging retribution going to be dealt on the GTT on the KRTs behalf... when the KRT PD, diplomatic and fact based as ever, managed to talk us out of it. <g> But no I'm sure IC issues are best dealt with by rule changes and personal attacks on players OOC. Pete | |||||||||||||
Dan Reed | |||||||||||||
again, for the THIRD time, please do not abuse this forum Tony. It is here for constructive discussions on game mechanics and potential changes to the game, not for discussing the whys and wherefores of in-game actions. Yes, in-game actions can be useful in illustrating points - but the line should be drawn when the point your trying to make is about the in-game action, not about the game mechanic. Dan | |||||||||||||
Jumping_Jack | |||||||||||||
The problem isn't simply 'game' mechanics - it's the players. Those who take advantage of every rules loophole while it exists, must retain those advantages then the loophole is necessarily changed or they'll go and sulk, and then make personal attacks, here and elsewhere when Neutral-impacting change (or ay least more so than many that have actually BEEN implemented have been) are proposed here, are destroying the game. I've lost count of the number of times I've been told 'If you dont like the game how it is' **** off. There is a core group within the game, who have the power and capacity built up under different rules that are in force now, who treat any opposition as grounds for annihilating any offending faction. Thus making the game virtually unplayable for anyone who doesn't join an equally powerful faction, or want to. And any proposals to counter this and make the game playble for other than the uber-gamer or small cog type of player, are met with ridicule and abuse. This game is supposed to be space opera - it is less like 'Star wars', or 'Star trek', with endless frontiers and megablocks fighting each other, but with a niche for the minor factions to operate in between; than is is 'Prisoner cell block H'. Penned-in by powerful controlling factions who have the freedom to get out, and the power to reach in and slap any dissent inside - what's the point of trying to develop anything in a game where anything, virtually anywhere can be destroyed by a small clique of power gamers, to afraid to seriously mess with each other. And, It's some of the players that are responsible for that, more than any game mechanism. Bye TonyH | |||||||||||||
Dan Reed | |||||||||||||
I'm sorry, but I don't believe that to be the case. You can build up your capabilities, but it takes time effort and patience. The FEL have been in the situation where most (if not all) of the long-established affs could have wiped them out - several still could, I have no doubt. You would probably describe us as one of the Uber-affs, i would personally disagree. Several new affiliations have found a niche - the GCE for one. So it isn't impossible - it just takes some diplomacy and working with others, rather than expecting to be able to pick a fight with anybody and expect to win... or at least not lose if you think there is a loophole, it can be highlighted as a bug... if David and Mica agree, they do something about it, subject of course to the finite time they have available. But if you don't expect players to test the boundaries of what is possible and allowed within the game then we might as well all give up and play tiddlywinks instead... Dan | |||||||||||||
Andy | |||||||||||||
Just got to add to Dan's comments. There are a number of small affiliations that have started after Phoenix and have done very well. They did this through diplomacy and relationship building. Andy | |||||||||||||
Jumping_Jack | |||||||||||||
There are a number of small innocuous affiliations that have done OK, yes. But being 'harmless' is of no attraction to somebody like me, who served just short of four years in the AFT. There are plenty of groupings in the game who believe, apparently correctly, that 'might is right' and accept no inhibitions on their actions, however nice and civilized you want to be with them - actions over the last two years regarding a major former GM asset given to player control, demonstrate that. Being a pure trader is boring, and I believe increasingly unfeasible, and definitely unattractive to somebody who has done nothing much else in the game. Trade is collapsing, with no moves at all to correct it except on the indeterminately far horizon, wheras warfare is STILL getting it's quick-fixes, after about three years of constant development. And nothing will be allowed to undermine the key advantages that haveing access to territories restricted to others brings - restrictions which stem from military power, one way or another. I am slightly suprised to learn, from postings in connection to the 'movement resructions/TU accumulation' thread that there is an 'inner circle' of players who apparently get to review, and veto, mooted game development before it is even discussed publicly. Maybe they earn this influnce from being senior players in the big affs, but I certainly wouldn't consider them as representing me in any way, and perhaps goes to explain why the game is so biased in favour of those factions who already have virtually everything anyway. Diplomacy and relationship-building? Having just been betrayed by some of my closest gaming partners of the last year or so, merely for daring to offer to assist an amicable freind who has supported me? "Dont lecture about what you know knothing about" - as I am CONSTANTLY being told. Yes, I suppose I could join the DTR... IF they were still recruiting. But even they pick and choose their battles carefully to avoid seriously risking their significant unreplicatable assets. And helping to run and support part of somebody elses battlefleet has no real attraction, either. Sorry to sound so negative, but I am sick of constructively proposing changes that get totally blown away with the "we like it like it is/If it aint broke/I have enough to do" type of comment, on here, and the "Why dont you just P*** off then" comment elsewhere. TonyH | |||||||||||||
Clay | |||||||||||||
Is this not the exact attitude that led you to declare war on the WMBs? Your only solid IC reason was that you could, so you did. You never tried diplomatic contact, and went straight for war. Yet you claim that is exactly what is destroying the game for you... ![]() | |||||||||||||
Goth | |||||||||||||
Another case of "do as I say, not as I do". ![]() Goth | |||||||||||||
Jumping_Jack | |||||||||||||
Do you REALLY think that was a serious attempt at a war? For ****s sake Clay, as I said in the announcement, it lacked any territory on which to progress the engagement, unless you were willing to pop round to Storm. It was a joke. I never considered any realistic prospect of us actually getting to grips, amusing though it might have been - because nobody would allow it in their territory, would they? The IMP's wouldn't, the CNF wouldn't, the AFT wouldn't. OK, I have know found out the FCN would, but didn't know that at the time, and I doubt that the GTT actually bothered with asking, anyway. They have no concern for small fry. But Clay - the whole thing was worked out, backwards, from the punchline. 'Clause 4' etc... Your comments were a direct quote though. And somebody thought it funny enough to scrape it and post it to IGN, not me. These days I just forward battle reports. And Goth, dont bother telling me you dont understand/dont consider it funny. I know. Here's a puzzle at your level: N*o*h*t* P*w*r*a*e*. And Dan. DO IT. For the good of everybody. I'm wasting too much time on here. TonyH | |||||||||||||
Paul | |||||||||||||
where does it end for the discontented like yourself? "its not fair they have too many ships I cannot build to catch up..." result: ships are easier to build Reaction: Big affs get to build more due to greater production capability "its not fair they can build too much .." result: factories are capped Reaction: People build more bases to get around capping "its not fair they have too many starbases.." result: players are restricted to 1 starbase each on and on it goes... where does it end in your mind ... where is the bottom line? | |||||||||||||
Jumping_Jack | |||||||||||||
I'm afraid your post is shows neither an awareness of any recent proposals, or what has gone before, paul.
I DONT WANT TO CATCH UP. I want to play in a game where it is possible to HAVE only a few warships. Engage in the combat side of the game, and not be threatened with total annihilation for daring to even marginally impact on the megafleets for doing so. As a matter of fact, Warship-building was made significantly harder, about 4x, only just over eighteen months ago. This was done without impacting on the numbers already built in the first eighteen months of Phoenix, making them four times more valuable. You may care to read up on this, and the associated postings on this forum. http://www.spacious.com/forums/index.php?s...hl=shipbuilding http://ccgi.kjcgames.com/1024/dataStore/ne...l.php?newsID=72 And you may be better-informed. Some new players are proposing changes which are just increases on those which were supposed to fix problems in the game recognized, and implemented, two years ago. Which obviously havn't worked, and have simply entrenched the existing megablocks in their personal endless fueds, too scared to seriously engage each other.
Who the ***** has ever proposed this? I do object to being totally ******* on by a player using spin-off production from a big aff, and obsolete ships to squash any opposition. Dont know if the guy is paying significantly more than me to play the game or not, but the fact is that the current setup is only playable for the big affs, unless you are willing to play a boring, harmless, underdeveloped subset of the game, and if you dont want to pay megabucks, or be a minor assistant to those that do, the game is getting increasingly unattractive. And, against this background, we are actually getting PD's posting on how the game must force more players into their affs.... If anybody is paying £50 pw, or more, to play this game, they deserve to be a significant force in it.
And, who the ***** has ever proposed this?
I dont know - probably leave the game. Most people do when they come to realize that it is just uber-fleet dominated starfleet battles, and they are subsidising a core group of long-termers, who will give no ground to anybody. Have you any contribution to make? I would love to hear what YOU think, even if it's just 'I have been playing for five years and still look forward to every email'. TonyH | |||||||||||||
Lord Scrimm | |||||||||||||
Based upon the responses to this thread I think that I may see a misunderstanding about Phoenix that is causing some to become disillusioned with the game. Beyond the cost of Phoenix, the 'Uber-fleets', legacy Affiliations and entrenched players, this GAME is FIRST AND FOREMOST ABOUT PLAYER INTERACTION. If Phoenix was simply about power-gaming, then there would be little to differentiate it from any of the other myriad MMORPG's out there (EverQuest, Star Wars Galaxies, City of Heroes, World of Warcraft, etc...) other than cost - and Phoenix would not fare well comparitively in that regards. Those that play Phoenix for the long haul are here because of the friendships that they have forged and the interactions that they have with others around the world who also share in the game. That is the value they find in Phoenix. It is possible to be a 'lone wolf' in Phoenix - it's a long hard slog though and only those that are up to the challenge should attempt it. Phoenix is based around AFFILIATIONS - groups of people working together for a common goal. Relationships. That is the core, defining, game design framework in Phoenix. Understanding this one point is what separates success from failure and, ultimately, contributes the everyone's enjoyment of the game. Rich Fanning | |||||||||||||
Goth | |||||||||||||
I happen to agree with this statement. The game offers many different options to players who think about what they want to accomplish and lay out a sensible plan for getting where they want to go. You can be a lone wolf BUT then you have to pick your battles VERY carefully (like in the real world). If you choose to threaten, harrass, attack, badger and generally annoy powers that can destroy you then your life expectancy is and should be VERY SHORT. A lone wolf has to be MORE diplomatic that "uber-affiliates", this is merely common sense. You can play a part in a large affiliation easily if you choose to (and get the goodies) but guess what? There is a price to be paid in your freedoms. There are also many "in-between" positions to play that have combinations of the above pros and cons. Anyone who takes the time to really plan what they want can have a good shot at achieving it (assuming it is within the real scope of the game). Simply looking at what the "other guy" has or can do and crying foul does no one (especially the new player) any good at all. As a matter of fact, it taints the game for the newbie who sees a lot of negativity in many posts (even if they are only coming from one player). Goth | |||||||||||||
Jumping_Jack | |||||||||||||
OK, Can I give an example of 'in game' 'in-character' player interaction: --------------------------------------------------------------------------------------------- >Date 9.3: Message {35244} {Validate - No} {To the controller of GTT Ship White Lion. Be advised that wef 206.10.1 KST ships in the Kastor system may be defended by mercenary Krell Clan Black Rat vessels. We would urge against retaliation outside the limited bounds of this contract KRT Jumping Jaques} Message has been sent to GTT Lord Goth (28186) ------------------------------------------------------------------------------------------- The response, 'in character' dated 04/03: -------------------------------------------------------------------------------------------- PA If he's sending his political out, I intend on making a martyr out of him. If his political is dead will that mean that he has to shut his mouth? At least speak as a different IC "personality". If not, then it's probably not worth killing him (unless he gets in the way and attacks me while I am killing more KST). Goth Malcolm Steedman <SNIP> wrote: As I said the choice is yours. Interfere with GTT actions anywhere and expect the worst. Speculating why flies congregate round dog shit is not really a GTT pastime. Flies have a very short life span. PA ----------------------------------------------------------------------- Now, there really isn't any way to be 'nicer' than that for anyone without actually having a secret system... which are also restricted to large groups I HAVE BEEN INFORMED BY THE GM. So, YOU are saying that ANY combat in the game is restricted to large meta-affs, like the IMP-bloc, Confederacy or Consortium? Right, MY misunderstanding - I had been misled by the actual game bumph, which STATES otherwise. Unfortunately, I find NONE of the warrior affs remotely appealing, especially lately, and have served more than enough game-years in a harmless trader aff to get bored, even before the trade collapse. Guess I'm in the wrong game, eh? Unfortunately, TOO MANY players are saying that and the player base is contracting, I'm told by an informed source. Well, guess it doesn't matter as long as it doesn't impact on your chosen style of play, eh? I am getting fed up with being told to "shut up, you're giving the wrong impression of the game and putting off new players". Wheras in fact I am giving the RIGHT impression of the game, and the game is contracting due to the status of the core bloc to consider any changes which remotely impact them against their wishes. I also make neutral proposals, constructive suggestions which try to address these, and all I get is abuse from parties who cant be bothered to read, or at least understand them TonyH btw Goth - were you aware that MS was second-choice as GTT PD? I turned it down then, and membership of it has even less attraction now. | |||||||||||||
Goth | |||||||||||||
Sadly, the messages you quote were from internal correspondence that we did not realize you were CC'd on. You can see I was talking to PA not to you, not that it matters much. Your suggestions and complaints are hardly too complicated for us mundanes to understand, we know exactly what you are trying to get (something for nothing). If you were offered the GTT and turned it down.... then why are you complaining about their advantages vs the positions you now run? Do you simply resent the fact that you wish you took the position? Sounds like a case of wanting your cake and eating it too. Furthermore, if you had taken the GTT over long ago, I wonder if it would even exist today. As far as you making claims about the player population based on another one of your "informed sources"....if it is as accurate as most of your other statements, the game player population is probably expanding quickly. It seems like most of your posts are trying to give the other newer players the impression that there is no fun to be found in this game... That is just not true. I can't understand why you linger spending real life money if you think the game is not what you are looking for. Are you just trying to see if you can get others to quit? Anyone can see by the number of markets/ships/activity that the game has a solid player base, please don't try and taint that. Goth | |||||||||||||
Jumping_Jack | |||||||||||||
Sorry? I am being accused of wanting something for nothing? I am less bothered about the attitude of the GTT PD, who has at least spent more than a decade spending real money on the game, than I am YOU. And I accuse you of not understanding my proposals, because YET again I am accused of wanting "Something for nothing". You take over a multi-million MU, GM-seeded, starbase and use it's production, and associated spares from the battlefleet, spare resources which will now take ME four times as much effort to replicate, and after barely six months in the game have enough power to completely obliterate somebody who has spend nearly four years game-time accumulating EVERYTHING I'VE GOT? And YOU talk to ME about, wanting stuff for free? What have you EVER accomplished with stuff that you wern't simply given, for free? What I want are game mechanism changes, which effect everybody equally, and dont just serve to preserve the benefits of those who simply got in first... like the shipbuilding changes DID. OK. I could spend the next forteen years playing the 'Buildup' game... doing what? I've done trade, tried getting into the exploring virgin territory side, and was blocked, and dont fancy uber-fleet battles. Yes there is fun in the game - for the mega-fleet operators and power gamers, like yourself, who must dominate at all costs. What if I do manage to win against your second-rate flotilla? The 20000-heavy-hull 'Death Star' fleet turns up and obliterates me, and one or two affs with similar-sounding names, for the 'glory' of it. Just like has been threatened already. And during the entire forteen years I am still subject to being wiped out at the whim of a Neophyte powergamer, unlike the privilidged position of the current 'big affs' who could build up in totally secure systems (Like Capellan) and STILL engage in the warfare aspect of the game - Even the AFT, in those days. By the way Goth, I turned down the GTT because I didn't want to spend six hours a night running a multi-player aff, writing letters in longhand and spending pounds a week on phonecalls. Which is what I ended up doing for the AFT anyway, and is why there IS an AFT now. Unlike the SSL who were about the most popular aff in the game in it's first six months. Preach about accomplishment and 'free stuff' when you accomplished something without your own 'free stuff' from your PD, OK?
As I say, I have received this from more than one source 'in the know', i.e. not you. There are lots of ships in the game, yes. With very few players operating them - like the couple of dozen which turned up the other day at a starbase I was running. Summoned at one days notice. TonyH | |||||||||||||
Ted | |||||||||||||
I was going to start another thread with this,but here's as good a place as any to bring it up. One of the problems Tony H has raised is that he has offered the KRT as mercenaries to help the KST and the GTT have responded that all KRT assets will be legitimate targets because of that! Tony H just beat me to the punch concerning the same sort of idea I had for FET,that of offering certain FET assets as mercenaries for hire. Tony's plan is a valid way of making his way in the game,but likewise the GTT response is also valid(my enemies friend is my enemy). The GTT attitude is more than likely shared by most if not all the affs within the game.Again their reasoning is valid. As this is the case(probably)my idea for FET to offer mercenary services is a non starter,but I've given it some thought. If some players would like to take on the role of mercs without their whole aff becoming involved would it be feasible to have something along the lines of the PIR flag? This way players can openly offer said merc services and reflag the assets needed to do the job.As with PIR once flagged MER the assets cannot be changed back(yes I know there's the re-register option now). MER assets can then be targeted by anyone as are Pirates.The controlling player could then use the MER assets without the worry of dragging the whole of the aff into a conflict it doesn't want. MER positions would I think have to be run more openly with players knowing who the controller is,otherwise it would be diffucult to tout for business. Another question of course:would there be a market for such MER forces? | |||||||||||||
Goth | |||||||||||||
Hi Ted: The MER idea is interesting but I think there are so many ways to abuse it (more than the way PIR are used to hide actions) that it wouldn't work. It is too easy to declare a mercenary action in one location and declare an artificial "safe zone" outside of that area. Even using the example of what Tony tried to do. He sent a ship(s) to Kastor to "protect" the KST in theory (interesting since the KST have a better fleet than him). The problem was that his ship was merely bait for a CNF trap. The only way for me to get those "mercenary" ships was to force them out of the Kastor system. By attacking his assets outside of Kastor, I forced his offending ships back to storm and then killed them outside the CNF trap. If there were some sort of game mechanism to force me out of my tactical options for attacking him where he did not want to be attacked, I would never have been able to break that trap. Based on what happened, I would have done the same thing even if the ships were flagged MER. Goth | |||||||||||||
gtdoug | |||||||||||||
The idea for an MER flag is interesting... however... it's not the only option for offering mercenary services. The RIP have found another way to do it. We are able to offer ships for Mercenary contracts... without exposing all of our assets as 'friend of my enemy' targets. To do this has taken a fair amount of work by Ben. But... it is possible to for the RIP to meet it's Mercenary commitments without people knowing it's a RIP action and without resorting to the PIR or IND flags. Oddly... we were engaged for our first mercenary action under this new system shortly before Tony H took the mercenary contract with the KST... literally the week before! Why didn't we take Mercenary contracts before this time? 1. Our ships were under heavy repair from Consortium actions (we didn't have good patch manufactoring). 2. We wouldn't risk 'friend of my enemy' actions against us. Basically... the RIP profile says we can be hired as mercenaries... and we can. The person hiring us knows it's a RIP ship he is hiring (fairly obvious)... the person who has the ships used against him doesn't... Don't ask me to tell you how we do it... I'm not going to give it away... I'll just tell you it's possible. Cheers. Doug | |||||||||||||
Ted | |||||||||||||
Well the only way I can think of on how you do it is to......but I won't give the game away! ![]()
Not sure how it can be abused Goth??? ![]() If a player creates MER positions those positions can be attacked by anyone as are PIR. If an aff hires the MER postions at X amount of stellars per mission or week the controlling player won't pile in more assets to get the job done as they would then be making a loss on the deal. There would be no point for say an IMP player to create MER positions to attack DTR or Confed positions as they'd use IMP assets that other affs not involved in the conflict wouldn't attack. But if that same IMP player wanted a bit of extra backup,but didn't have the required assets they could call on a MER force. Having said all that if the MER idea was adopted FET would not hire out to affs involved in the human civil war!! ![]() | |||||||||||||
Goth | |||||||||||||
re: Mercenaries If the RIP have found a way to have the mercs appear to be from the affiliation that they are helping then this is the most reasonable way to make this work. Also, making an enforceable contract to "lease" the mercs to the hiring affiliation so that the hiring affiliation can use the forces as their own (under their own flag) during the contract period (requiring a certain amount of trust on both sides). As far as how the mercenaries could be abused, well how about using them against a nuetral party that would not be politically correct? I see the big affiliations with lots of money able to use mercs to do dirty work against smaller groups without even having to worry about the "public outcry". Goth | |||||||||||||
Frabby | |||||||||||||
re: Mercenaries There is a fundamental difference between PIR and MER: PIR are always anonymous and at war with everyone (sort of) and most sane affiliations carry All PIR on their enemy lists all the time for these reasons. With MER it would have to be different because you would have to be able to tell friendly mercenaries from hostiles. They cannot be anonymous. The MER would therefore have to indicate who they are working for. In game terms, a MER unit would have to be treated as a member of the aff they are working for in all respects. It comes down to running positions under a false affiliation again. Unlike PIR, Mercenary would have to be a special tag and not an affiliation itself, similar like the "Letter of Marque" tag we had in BSE. I can see the mercenary concept working but only under these rules (using FET just as an example here): FET ship Condottiere (12345) is hired to the IMP. Following this, it registers as "IMP ship Condottiere (12345) - Letter of Marque" and may use IMP posted list etc. The ship will trigger enemy/support/defend lists just like any other IMP position. All IMP positions will still treat the ship as FET. All other affiliations will hold the IMP responsible for this ship's actions but at the same time its mercenary status is obvious. The FET could even secretly hire other ships to the DTR. The IMP would scan these as "DTR Turncoat (23456) - Letter of Marque" and know it's a mercenary but would not be able to tell that this is actually a FET ship. For all intents and purposes they treat it as a DTR ship; only to DTR positions it would be apparent as a FET ship. | |||||||||||||
Auld Nick | |||||||||||||
That is news to me also. especially considering I game tested BSE before it went public using the GTT prototype. But then can you back up your statement with any hard fact? MALCOLM STEEDMAN | |||||||||||||
Laton | |||||||||||||
Hi Guys, Totally off the subject, but do we actually know when the new infrastructure update comes into being? ![]() Luke | |||||||||||||
Dan Reed | |||||||||||||
not sure for the full-blown thing, but the "events" module (diseases, rumours, etc.) is very close indeed ![]() Dan | |||||||||||||
gordon | |||||||||||||
I became GTT back in 93 and acted as GTT Guardian for a couple of years. While I don't often see eye to eye with Malcolm IC, I do know that he has brought something to the GTT that you cannot have done had you been PD and that is stability. I also remember the GTT being the first aff in the game to research the incredible battlecruiser, negotiating the Indiaman design etc. etc.. Hat off to Malcolm for sticking around and making the GTT into one of the more powerful aff's in the game. The GTT has never had one of the more attractive profiles and has traditionally had a hard time attracting players. I fail to see how this has anything to do with Malcolm and I am speaking as someone who has had Malcolm as a PD. Can you say the same? It seems to me that you go out of your way to insult the players of the game. It is almost as if you are intentionally creating a negative atmosphere with the intent of hurting the game by discouraging new players and bugging the old players. And while Goth may have been given his items for "free" as you say then so have most the players in the game ... including yourself I think. Where did all your equipment come from? I am talking about the stuff the FCN held for you after you quit. Was it built at AFT bases or did you purchase all it using money earned from the AFT bases?` Get serious mate. We all play this game for one reason or another. I have an ambition in this game and that is the goal I am working toward and it doesnt include starting from scratch. But who are you to say that what I am doing is not as hard as what you are doing? How the F**k can you even know that and how can you even know what Goth's, the FCN's or even the DTR's ambitions are. The real difficulty in this game is not the game but the interaction between players and that is where you, in my opinion, fail miserably. Game on and mellow out. Gordon | |||||||||||||
ABBA | |||||||||||||
Thanks for resurrecting the 'lets slag off Tony Habergham' thread with a couple of points whiich cannot go unresponded to. 1. I was offered an AFF PD ship well prior to BSE start, which I am 90% certain was the GTT, it being a trader aff, not the AFT either. This must have been prior to Malcom Steadman taking it on. As for his conntributions to the game - In my personal experience they have been to the benefit of mAlcome Steadman and whoever he currently has with him in the GTT, and NOBODY, at all, else. 2. The Only AFT base I controlled after my eight-year hiatus was AFT Amythyst. This was run at a net loss of several thousand stellars a week, the GTT having destroyed the trade value of the planet by dumping several hundred thousand MU's of food on it, under BSE rules I assume, immediately prior to having their stabase magically teleported to the Yank system - this can be confirmed by the IMP PD who shared the planet with IMP Cetza. It took a year to recover to trade yalue levels APPROACHING $1, during which time NOTHING could be sold to the planetary population. The planet had merchandising income from it's 24 merchandising complexes of course, a number which I had got up to around 100 under my control, competing with the 300-odd already on the planet. The first priority for the starbase had been to research an artificial life-form to resore the planetary biosphere; 'moles' which involved researching two new blueprints from scratch, which required building up from the base 14 research complexes, to 98. The SA to implement the solution, several months later, showed the whole thing to have been totally pointless, the ecosystem having been stablized by vines. The starbase was the major production centre for both free traders, and Quantum jump drives. I made these on order for the affiliation, as requested by my PD, he either handling the fee, or me doing so, pocketing 5%-10% of the proceeds - and having on occasion to buy-in hulls and raw materials. I did buy three such vessels for myself - by 'Buying from aff' at full market value. Most of the money was obtained by generating money by open-market trading, between starbases I did not control - this being far easier early in phoenix. I also researched several BP's, from scratch, with a -7 penalty for having no underlying tech, and bought several when they came on open market, including one which I bought from you I beleive - for the full, offered $200,000. I also bought several ships from the EEM, and other players, and even started building a few at a personally-owned outpost. When I dropped out, after basicly being forced to, I left my stuff with a trusted FCN player. This player grudgingly replaced PART of the assets I'd left, giving negligable help to do so, gradually as techs and blueprints had been copied, and my scientist finished with, and point-blank refused to give the rest, including stuff such as my original starter broadsword - 100 hulls were offered instead, but these never materialized after six months. In the end the player concerned just washed his hands and allowed his aff military commander to wipe me out. Poor replayment for providing stuff such as a stellar cartography tech, and a 300K MU base with THOUSANDS of my paid-for modules, but I shalnt make that mistake again. Yes, I do give a negative impression of the game - it has, since phoeonix, degenerated into a mass-warfare game with nothing to offer anyone who doesn't enjoy massed fleet battles, because there is negligable development of any other aspect of the game, and the game is dominated by the players of that side of the game, because that's all it offers. I intend to leave you to it, because I'm not paying to support a hobby which only provides enjoyment to immediate gratification powergames like goth and the FCN warlord. TonyH | |||||||||||||
Sjaak | |||||||||||||
At some parts i agree with you as it seems that the infrastructural upgrade seems to take ages.. Also, i am afriad that trading is getting less and less atractive every month. I do recall your first impression when you looked over the markets.. TRADE IS DEAD. Compared to the level it was when I joined or even one year ago, its really looks like so.. If the competitive nature of the economy of Inversion is anything like the effects which can be caused by the new rules then I do hope that mica allows more planets... Oh, btw who did declare war on the WMB just for fun??? I don't know about you, but an DOW is an serious thing. | |||||||||||||
ABBA | |||||||||||||
Yup, as it states in the KRT profile: ...looking as much to stealth, connivance, ridicule of others and downright sneakiness to survive... After all, ensconced in his restricted access system there's no way I can get to him; despite GIVING him a free personally-owned, ship, when AFT, Clay resolutely pretends he doesn't know who I am, and rebuffs all appeals to deal privately. Fighting is forbidden in Storm... well, unless it suits the FCN, of course. Where else was there? War... serious thing? Dont make me laugh. Defending another affiliation is a SERIOUS business, requiring the passing of an aff issue by BOTH parties, to establish a formal alliance. Attacking anyone you like, whevever you like, (= war, imho) is a spur of the moment thing. Not one of the four major, and one vassel, affiliations which have attacked me since the navel officer rules came in have bothered declaring war. Why bother? Hi Sjaak - I was just referring to you, earlier! TonyH | |||||||||||||
Clay | |||||||||||||
*yawn* The free ship you told me you stole from the AFT? That I said I couldn't pay you for? And was from a totally different IC character? Will it shut you up if I give it back? And I say again, the WMBs have NEVER recieved ANY communication from you regarding trade. wimbles@gmail.com - please feel free to actually bother. In fact, the only communication I've recieved from you has been on the public forum and you declared war. | |||||||||||||
ABBA | |||||||||||||
Dont know about that, I have never stolen any ship from anyone, and the ship it'self (a barge, as I remember) was never AFT owned, and was paid for and acquired with the full cooperation of it's original owner.
Yes, Please! I'd rather Goth took it, than somebody I volunarily aided, who then does nothing but slag me off on public forum. TonyH |