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llaar Game profile

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Jun 24th 2010, 20:45:05

make it like 10% max for a mono (so double it from what it is now, have start at .04 too i guess)

and then make all missiles like 1/3rd as effective, so people dont have ridiculous # of missiles and very powerful missiles

so overall you'll have a bunch more missiles and overall they will do more damage than they do now since you have a lot more but not as much damage from each

everyone likes making missiles and sending them, especially the new guys, yet they're so hard to get a whole bunch of them

would be more fun i think :)

W Game profile

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Jun 24th 2010, 20:55:53

it would be nice to have more missiles to get readiness up while attacking
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Chump Game profile

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Jun 24th 2010, 21:23:30

that combined with putting missles for sale back on the market.

It was a blast to be able to buy them back in the day.

Detmer Game profile

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Jun 24th 2010, 21:29:44

I agree with all suggestions in this thread thus far.

Dragonlance Game profile

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Jun 25th 2010, 1:45:18

i had a long post about this.. but deleted it, since essentially what it got down too was.

i agree:p

enshula Game profile

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Jun 25th 2010, 3:07:02

well that could be ok if they were less effective

would be a pity to see demo suck even more in war though

ICe Man

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Jun 25th 2010, 3:19:36

Leave effectiveness the same -- but more missiles would be nice.
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Forgotten1

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Jun 25th 2010, 3:45:36

effectiveness will need to be toned down,

else it will be even more powerful in an FS
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enshula Game profile

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Jun 25th 2010, 5:05:47

keep in mind though that they need to be more powerful per turn than an op or rebuilding/growth or its not really a benefit to using them

Slagpit Game profile

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Jun 25th 2010, 6:38:01

10/3 < 5, so I'm not sure if they would be more effective.

I have a few objections to this. Giving countries 4% warfare off the bat will have a chilling effect on landgrabbing and will directly reduce the land pool on the server. In addition, suppose that we increased the number of missiles while keeping their efficacy constant. This would make tyrannies stronger and make SDI less valuable.

It would also make cash starts better, though I'm not sure if I have a problem with that.

enshula Game profile

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Jun 25th 2010, 7:05:10

i thought he meant start at 0.04% so not really high production, just one missile every 2500 turns

how would it make cash starts better?

btw if you really want to make cash starts better just increase starting PCI and Pop so that their $/acre isnt so far below their potential at the beginning

Slagpit Game profile

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Jun 25th 2010, 7:15:40

All of those missiles might have a non-trivial effect on PCI. Not sure.

Warfare production currently starts at 0.2%, so I have no idea what he meant.

enshula Game profile

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Jun 25th 2010, 7:18:58

probably just .4% then i dont really see much need for the change but a missile could just be half the networth of what it is now

Slagpit Game profile

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Jun 25th 2010, 7:19:47

Well that was more of a side remark. I don't see why we'd want to make tyranny more useful for war than it currently is.

enshula Game profile

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Jun 25th 2010, 7:22:23

yes, id actually be interisted in 2% readiness per turn which would make it 1% 3% and 5% minimum readiness loss again

rather than -2% 1% and 4%

Edited By: enshula on Jun 25th 2010, 7:22:57

Detmer Game profile

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Jun 25th 2010, 12:56:57

Originally posted by enshula:
yes, id actually be interisted in 2% readiness per turn which would make it 1% 3% and 5% minimum readiness loss again

rather than -2% 1% and 4%


For those who didn't follow enshule, you lose 7% readiness minimum, however spending the turns attacking regains you 3% readiness each turn - so you regain 3 as a tyr (7-3=4) 6 as most govs (7-2*3=1) and -2% as a demo (7-3*3=-2)

For a first strike more missiles certainly makes tyr EVEN MORE powerful. Perhaps we leave the missile cap the same so the stock piles don't double in size. Since you could get ~7-8/day you would still be able to shoot off a lot of missiles in the war (assuming you didn't die in the FS which there is probably like a 25% chance of happening without knowing which side of the war you're involved in) =P

And the potential PCI affects I think are an excellent benefit.

llaar Game profile

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Jun 25th 2010, 15:14:49

i did mean .4% then, not .04% (double from what it is now)

also, the tyranny effect... good points... we could make tyranny 1 turn attack on all non missile attacks, missiles would take 2 turns. though you still lose enough readiness in a FS, that a tyranny would be able to send out all missiles still...

also, make missiles take 1 turn on a demo?

would that add a better balance?

llaar Game profile

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Jun 25th 2010, 15:17:44

or even 3 turns on a tyranny missile, so it would be opposite the demo

logically, modern democracies like the US, have missiles ready to launch in an instant

tyrannical leaders might be able to launch military strikes quickly, but take longer in organizing missile launches

;)

qzjul Game profile

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Jun 25th 2010, 15:31:49

0 turn demo missiles

:)
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llaar Game profile

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Jun 25th 2010, 17:02:59

lol cant do 0... imagine demo techer maxing warfare early, getting like 100 chems a month into the set, could just fire them all off for free?

i think 1 turn missiles would increase the plausibility of demo for war, since they can have higher techs too

Chump Game profile

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Jun 25th 2010, 20:38:25

"Peace protestors have broken into your factory and defused 2 missiles"

W Game profile

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Jun 26th 2010, 2:54:47

1 turn demo missiles would make it interesting...but raise demo warfare tech even more :)
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