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Arcady Player-Rank: 3 Arcady is a male
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Registration Date: 13.09.2008
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Team Galaxy Stuffs Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Would it be possible to give players unlimited scans of certain types that would only be usable on friendly players? I think it would be better than constantly informing everyone of your current status, and especially useful if they're not online.

I was just thinking it would be an easy fix, but of course I have no idea.

Hmm, I had a couple more thoughts on the way to work this morning, but I think I left them in the car Wink
16.07.2009 18:51 Arcady is offline Send an Email to Arcady Search for Posts by Arcady Add Arcady to your Buddy List
jackjack Player-Rank: 2
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well I think maybe fleets, but planets maybe not

there is a risk a disaffected player might tell the opposition stuff

maybe limit unless authorized?

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16.07.2009 19:21 jackjack is offline Search for Posts by jackjack Add jackjack to your Buddy List
inerz Player-Rank: 3
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Registration Date: 21.06.2009
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would be cool to have a new form of treaty (needs an active alliance) that enables the other player to view your planets/fleets

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This post has been edited 4.8E30 time(s), it was last edited by inerz: Today, 18:55.

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16.07.2009 21:15 inerz is offline Send an Email to inerz Search for Posts by inerz Add inerz to your Buddy List
Arcady Player-Rank: 3 Arcady is a male
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Registration Date: 13.09.2008
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Thread Starter Thread Started by Arcady
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quote:
Originally posted by inerz
would be cool to have a new form of treaty (needs an active alliance) that enables the other player to view your planets/fleets


That's the ticket.
16.07.2009 22:19 Arcady is offline Send an Email to Arcady Search for Posts by Arcady Add Arcady to your Buddy List
Arcady Player-Rank: 3 Arcady is a male
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Registration Date: 13.09.2008
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Thread Starter Thread Started by Arcady
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Can I also suggest some sort of timers showing me how long I have left until the teams are set in stone?
22.08.2009 01:08 Arcady is offline Send an Email to Arcady Search for Posts by Arcady Add Arcady to your Buddy List
NickVanran Player-Rank: 3 NickVanran is a male
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Registration Date: 21.06.2009
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On scans Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

You might give infinite scans but make them cost money.

Planet scan 100 credits
fleet scan 200 credits
military scans 400 & so on down the tree.

Just a thought.

NickVanran

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22.08.2009 04:36 NickVanran is offline Send an Email to NickVanran Search for Posts by NickVanran Add NickVanran to your Buddy List AIM Screen Name of NickVanran: NickVanran YIM Account Name of NickVanran: Startraderus
Arcady Player-Rank: 3 Arcady is a male
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Thread Starter Thread Started by Arcady
RE: On scans Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Well, the idea is to give players on the same team a way to get information about other players, even while they're offline. Since we're on the same team, this information should be freely available.
22.08.2009 04:51 Arcady is offline Send an Email to Arcady Search for Posts by Arcady Add Arcady to your Buddy List
NickVanran Player-Rank: 3 NickVanran is a male
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RE: On scans Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I agree with that, teams info should be available to the admin and players in leader positions but not to all the team players, some of whom may be spy's.

I am saying that in general, a radar will continue to work, giving many scans,. but it needs energy, which cost money.

This brings us back to the growth of alliances, and how they work in the game.

NickVanran

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22.08.2009 17:30 NickVanran is offline Send an Email to NickVanran Search for Posts by NickVanran Add NickVanran to your Buddy List AIM Screen Name of NickVanran: NickVanran YIM Account Name of NickVanran: Startraderus
Earendel Player-Rank: 2 Earendel is a male
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Ideas for team galaxies: Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Ideas for team galaxies:

The one of the most strategic times for a team game is before it starts, and there's not much interaction that goes on during that time. With that in mind, I’d like the team set-up process to allow more strategy and prompt more interaction between players before a team galaxy starts. With that in mind, I came up with this process for organising a team:

Team leaders pick teams.

Players are assigned to teams 48 hours before the galaxy starts: the team forums are opened up and players get a random home system on their side of the galaxy.

All home-system galaxies on their side of the galaxy are visible to all players of that team, even if the system is empty, it should still show up as explored.

Players can discuss roles, and request to start in a particular home system.

The leader can assign players to systems, so each player can start in the best position to fulfil their role.

24 hours before the game begins there will be a re-shuffle. Any player that is specifically assigned a system by the leader will get that system. Players without a specific system end up with a random system (as do newly joining players).

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30.08.2009 02:06 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Arcady Player-Rank: 3 Arcady is a male
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Thread Starter Thread Started by Arcady
RE: Ideas for team galaxies: Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

We've been discussing the exact same things, and reaching the same conclusions. I was gonna wait till after the game myself, but I'm really glad you posted it.
30.08.2009 02:52 Arcady is offline Send an Email to Arcady Search for Posts by Arcady Add Arcady to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
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RE: Ideas for team galaxies: Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I've been thinking about it for a while and just never got round to posting it. I guess that's one good thing about being stuck at someones house, bored, and with internet access - it gets those thoughts out Smile

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30.08.2009 10:13 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
jackjack Player-Rank: 2
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I agree. Given we have Americas and EU players extra time would be good.

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31.08.2009 13:34 jackjack is offline Search for Posts by jackjack Add jackjack to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
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There are some very good reasons to not allow people to trade planets in a normal galaxy, but I don't think those reasons apply to team galaxies. For example, if you're a banker but the front line moves your way, you could give the planet to a defender who can set up PD, then return it. Instead of a miner having to fly a colonist all the way across the galaxy to get the good planets, the local empire could colonise it and give it to the miner.

It would allow teams to work together more.
It would encourage more specialists.
It would simplify the colonisation phase.

Corruption could play a bigger part in team galaxies to help prevent a single player in 1 team dominating the galaxy. With corruption, if you take a few systems, it might be worth passing those on to weaker players that would get more out of them.

The only potential abuse that I can see is with Home planets. I don’t think you should be able to give away your Homeworld.

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02.09.2009 09:17 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Nongolf Player-Rank: 3 Nongolf is a male
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Registration Date: 29.09.2007
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Even though we're talking team gals, I still think it's much to open to being exploited. Create a few alternate accounts or get a few friends to do it, hand over the planets these accounts manage to grap and then you're all set for galaxy domination.

I mean, it's naive to think there's no competition over the best placement within the teams themselves.
03.09.2009 12:09 Nongolf is offline Send an Email to Nongolf Search for Posts by Nongolf Add Nongolf to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
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Registration Date: 16.02.2009
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Hmmm...

There could be a rule that you can't give a planet to someone that has more planets than you.

If two player have equal planets then you can give one to the other, then he can give one back, so you can do trades but it would be very hard to abuse Cool

Besides, the point of this would be to make teams work together more so that there's more of an advantage in having many players on a team. At the moment it's still better to have one huge player than many small ones. If you could do things like - give the planet to someone with science labs, they build science labs and give it back - then you get the benefit of the team's research while you focus on something else.

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03.09.2009 14:36 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
uncountednose Player-Rank: 3 uncountednose is a male
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i find the scenario with the science labs to be a negative. if anything that is a reason to not do it. generally i dislike the whole idea. and how about troops, and mines, and dumping off planets to get a rep boost then getting them back after the attack.. those are just the ideas i can come up with in a couple of minutes, i am confident more nefarious options exist.

as far as players can only give planets to those smaller than them, just doesn't sound practical. you institute a mechanic like that and the complaint threads will be started the very next team galaxy.

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03.09.2009 21:56 uncountednose is offline Send an Email to uncountednose Search for Posts by uncountednose Add uncountednose to your Buddy List
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