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Suggestions and Improvement
Size: Large, Medium, Small Fri Jul 17, 09 05:04 AM | Category: My Postbar
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Share your idea with us and help improve the game


Link: http://blog.bitcomet.com/post/103516/ ©
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salowy Fri Nov 6, 09 05:35 PM

1. Claims such as Noon pack and others makes no sense for biger players. Low reputation players have 1k dollar pack,so they have a long way to work for nice rewards.So bigger players left overshadowed. 2. Oil spot deffence 200 or smf npc units for 10lv.So its kinda lame, when u occupy u need to get some exp too.Its more chalenging+the funfactor is higher. Make the oil spot lv higher and deffending units stronger and in bigger quantities. If it would be like 15lv res spot the deffenders would have like 1k+ Thunder Armor or Ug class type units in it. 3. Make a not occupied place for some strong heroes,some very strong random npc. For example heroes with 400+ command and strong troops(it makes the funfactor for exp greedy players boosted) 4. Just visit us in game or forum more often.


deadlinelt Fri Nov 6, 09 05:37 PM

Its me deadline,just visited acc XD


mormonfish Fri Nov 6, 09 06:31 PM

One of the reasons new players leave the game is because they have no one to protect them when they get out of newbie protection. To that end, alliances should be able to decide who they want in their alliance. I hate the fact that there is a rep limit to the alliances. Making the top alliances recruit higher players only adds to the current status quo. There should be no limit on rep (and I mean the requirement that after 20 members, the alliance can only accept members that are half the average rep of the alliance members). This only serves to keep the big alliances on top and in control and makes it hard for newbies to get adequate protection. They have to join an alliance that doesn't have a lot of rep and therefor cannot be protected against the better alliances. I would personally like to see the big alliances take some newbies under their wing, at least until they are able to fly on their own, but the rules of the game sadly do not permit this:(

Just some thoughts and hope this helps:)


chucksteruk Sat Nov 7, 09 09:49 AM

ive just made cybertron training with that purpose in mind they get protection from cybertron main tribe and can build up there and if they are good enough they can join our main tribe and we can tell them how to build for best results


Grapp Sat Nov 7, 09 01:20 PM

This tribe technology speedup needs improvement. There should be slider how many hours you would like to speedup the tech or enter rubies amount and speedup is done according to that. If tech takes 800 hours you go crazy if you try to speedup per 1h.


mormonfish Sat Nov 7, 09 01:43 PM

This is an idea to hopefully make the game more interesting and keep the fight alive.

Most people flee an attack especially if offense is more that the defense can handle or if they cannot get reinforcements in time. While this should be allowed to happen, the defensing base should have their loyalty decreased by 10 or 15 points per attack. In real life nobody likes to be attacked and those who abandon their "people" and their base should be punished.

Once the loyalty reaches a certain level, a riot would ensue (most likely a loyalty around 30) in which all production would stop since the workers are the ones providing all the resources. If loyalty should drop lower (like 0), or if the riot is not corrected in a certain amount of time (say 1 week), the base is abandoned.

You could incorporate a takeover of the base if you wanted to, but in the case that the offending army has his max bases, the defending base would altogether disband, disappear, and the defending player would have to start a new base from scratch.

The only exception to this would be if the defending player has only one base left. In this case his shelters would be destroyed, but all else would remain the same.

Tell me what you think:)

mormonfish


Slugslinger Sat Nov 7, 09 03:08 PM

Not a good idea, sorry. It'd be easy to wipe weaker players completely off the map, forcing them to start completely from scratch again and again. How is that fun? At least with the bases not able to be destroyed, if someone attacks you at 3 a.m. when your not around and you lose all your troops, at least you can rebuild within a reasonable amount of time because you have your bases. Under your idea, if you go on vacation and get attacked a few times while you're gone, you're back to square one. Most people would just quit under those circumstances.

Really, you're looking at it from the wrong angle. People abandoning their bases when defending isn't the problem. The problem is that all the advantages are with the attacker, leaving a defender little incentive to fight on the attacker's terms. The attacker can scout and thus know what he's facing, sending an overwhelming force, the attacker picks the time and thus can try and ensure the defender isn't around to retreat, the attacker gets resources as long as they win - and if they're attacking, they likely know they're going to win...

Meanwhile, the defender is forced between a choice between losing his resources or losing his troops AND his resources. Not a difficult choice.

Really, the combat needs to be changed so it is no longer to the last man. In real combat, the word "decimated," only means that 10% of the force is lost. Most combat forces that are decimated retreat because they are getting their butts kicked. The troops in this game need to retreat rather than fight to the last man, to keep it so that you can go to bed and wake up the next day to find all your troops dead.

There also needs to be limits on who can attack who, those under 10k are NOT the only ones who need that protection. People need to be forced to fight those people who are actually "their own size."


mormonfish Sat Nov 7, 09 05:35 PM

You are not getting the point. Right now, there is a max to how many times you can be attacked by the same player in a 24hr period. This reduces the ability of people to wipe someone out in a day. This also encourages people to get protection in an alliance that will help with reinforcements and it encourages people to be more active. Regardless, loyalty in the base should decrease with each attack, whether it is only 5 points or 10 or 1.

As always, protections are put in place to ensure that newbies have enough time to protect themselves and get get protection from an alliance. I do understand the predicament that you suggested, however, the person never really get destroyed as they cannot destroy their last base.

Also, if the person is online enough to avoid an attack, then he can also increase loyalty by making a small sacrifice like energon or resources (the loyalty would never be permanently lowered). An example would be to require a certain amount of energon based on amount of population in the base to increase loyalty by 15 points.

A person on vacation would have to trust in his alliance to help him out. Either that or the GM needs to provide a way for people to protect themselves while away, like a 1wk CF. Be aware that the times and numbers above are purely for clarification purposes only. I expect the GM to do things as he sees fit.

This suggestion also fits better with all the other suggestions that I have put forth for the improvement of this game over the last few weeks.


Sauraun Sun Nov 8, 09 09:05 PM

I just wanted to suggest a new troop amount in the battle reports. This would be battalion. This would represent an amount of troops of 1000+. It is currently known what each amount is. With the top amount now being legion at 300+.

I would also like to see implemented where you could start attacking 1 base, then switch bases you are attacking on that player when in between 5 and 10 minutes to arrival, or the amount of time that it would take to move troops from 1 base to the next of the defending player.


mormonfish Wed Nov 11, 09 06:01 PM

I suggest that the storgae capacity of the resource depots increase. I would suggest at least doubling the current capacity making it more possible to lvl up a miracle or command center.

mormonfish


Keyblade666 Wed Nov 18, 09 11:27 AM

add in a system to "sell" back items that are able to be purchased from the store and recieve 50% of the matrix/token of the item being sold back.


zookeeperz Thu Nov 19, 09 04:24 PM

I want to suggest making the joining of a renowned hero atleast fair. 50 visits and 3 joins by meagre GV4 hero is a joke. The figures give you 16% chance if you use a few incentives. Total BS. Its 16% of a 2% chance. Or naff all in my opinion. Even if it were a 1/5 join ratio at least it would be fair. Also on the expeditions And for this only . All dead troops should be able to be cured or they are not worth bothering with. troops take a fair time to accumulate and to lose 20-30 troops on missions (Harder ones of course). is not worth the effort . I would rather lose them in battle and get more EXP from it and better rewards.At least if we can cure the expedition troops then the missions would be worth doing


VINICIUSGOD Thu Nov 19, 09 06:36 PM

My suggestion it′s a nre building that u can sell or buy troops from other players =)


Keyblade666 Mon Nov 23, 09 01:05 AM

Nice idea, but would have to go into more detail since theres someways to get threw that with multi accounts.

I would extend the idea to like recruit/buy robots *mercenaries so to speak*, temporarily like for 24 hours or 48 hours. 5 separate lvls of robots like what we currently have, from weakest to strongest, strongest not matching UG or TA's but a bit weaker. 1000 energon for weakest ones lvl 1 - 10k energon for strongest one lvl 5. Maximum is like 400 per day so that people with HUGE amount of energon can't buy thousands of them instantly. *oh and it's not training so you get them instantly*


VINICIUSGOD Sat Dec 5, 09 11:03 AM

awesome idea =)


deadlinelt Fri Nov 20, 09 03:44 PM

Hey bcgamer a slide in Hall of hero would be nice.If u have more then 10 heroes its realy getting anoying.(Like in Res spots,slide is a perfect choise for more then 10 spots)Thanks.



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