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GodBob
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 1:06 pm |
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Joined: Tue Jun 02, 2009 7:03 am Posts: 35 Gender: male
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Personally I think the relics should remain the way they are now with the exception of increasing the relic speed alittle. What needs to be done is it needs to change it so that the relics are not able to move out of reach of the land. Maybe make it so that the relics can only be moved 12 to 15 ticks from land. You can only attack relics from relic is a very bad idea. You can not attack colonies or ops from relics is a very bad idea. I like the idea of having wreckages give more. Have them give a squad of R4 units ( allowing you to choose the chassis you want for it ). Also having wreckages give crystals is a good idea. If you want to get rid of the battle hugs and make more warring then here are my suggestions. 1) get rid of rewards for top 3 alliance. Only rank 1 alliance get tokens and increase the amount that rank 1 alliance gets. 2) Resource ops. Make more of them and have them give a larger amount of resources. Have a metal mine give 20 metal a tick, Oil well gives 20 oil a tick. And have Worker resource ops as well that give 10 workers every 24 ticks. This would make alliances fight hard over the resource ops. 3) If you really want to increase the warring then have it so that the relics give 1 or 2 tokens every tick or make a few token resource ops that would give 1 or 2 tokens every tick.
_________________ ElitE*GoD$
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xtremeimages77
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 1:14 pm |
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Joined: Thu Nov 11, 2010 8:34 pm Posts: 31
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I can here it now.... "you sniped my wreckage" ![Laughing :lol:](./images/smilies/icon_lol.gif)
_________________ NOMAD{{SolD}}{{5AGE}}{{GIFT}}{{SUX}} {{LODB}}
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Hitmo
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 1:21 pm |
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Joined: Fri May 17, 2013 1:51 am Posts: 1236 Location: India Gender: male
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xtremeimages77 wrote: I can here it now.... "you sniped my wreckage" ![Laughing :lol:](./images/smilies/icon_lol.gif) Yeah ofc , by this the relation between allies will surely disrupt resulting in more war which is what we want.
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![Image](http://i59.tinypic.com/qz16yf.jpg) ^Credit goes to Andy! Thanks!
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noob1234554321
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 1:34 pm |
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Specialist |
![Specialist Specialist](./images/ranks/rank3.png) |
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Joined: Mon Jun 23, 2014 5:59 am Posts: 31
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I dont know if this is a good idea. Because i love the new relics. You should make this option a vote in costum worlds. relics should stay how they are.
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malicewolf
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 2:02 pm |
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Joined: Mon Jun 01, 2009 11:02 pm Posts: 1622
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TheGreatBurner wrote: No No and No Since You Said We Get Those 'Fragments' in wrecks(1 out of 8) So now Relic Taking Comes with chance..lol Also What if there is SOLO world what do you do then...? you cant get more then 1 fragment not to mention if i attack a wreck with fragment while having fragment...?I cant get a fragment so it goes to waste... Also Fragments cant be taken what if allianceless guys get those fragments or each alliance manages to get less than 5 no relics then...? Also You say this discourages Subs...How can you be sure that i wont take 3 to 5 teams make them all find relics and then attack their relics.. And Once you create relic you cant kick what if the guy leaves you get half a relic...? Also Only Squads from Relic Can Attack relics so then what about those teams who get their relics taken and then they try taking them back since they dont have relics they cant attack a relic what about that....In My Opinion this is a boring idea....If you really want To Make Bd better how about lessen the server that means more concentration on Less worlds for admins and less bidget and more competition Sorry Everyone has their opinion mine says this is a stupid idea unless youre gonna work deep into it to stop misuse of it Sorry But this is a lost cause an will only make additional problems...Keep the game as it is and improve the servers maybe... Like Fantasy is 2 ticker Earth 3 ticker while mars 1 ticker That way we get all kinds of speeds and less servers so more competition ![Very Happy :D](./images/smilies/icon_e_biggrin.gif) Think about it thoroughly before making it official so many problems in it...Dont complicate the game ![Smile :)](./images/smilies/icon_e_smile.gif) _____________________Edit If Like i said the fragment are 3 with most alliances and no relic can be made you actually think we will wait 300 ticks or maybe more to get deleted not to mention it will take too long to get all 10 relics or even 1 relic if most alliances have 2 to 4 fragments...In end we will just max the ticks which will even lessen those 1000 toks we get for 10 relics Sorry, I'm going to respond to this post specifically since it seems to cover the most, i'm not trying to pick on you We've many additions that were suggested and taken by the majority as an acceptable change. We did not update the first post after these were considered, and I will change that shortly to avoid further confusion. We made the horrible assumption that everyone would read the other comments before writing their own opinions. We apologize for that mistake. The main post has been updated with more up to date info for the idea. These were discussed earlier in the topic a few days ago. As for your specific post Burner. Simen's update fixes the fragments issue. It'll be on a formula to quicken the pace at the start. Starting at 1 out of 2 will be a fragment at beginning. As ticks progress, the frequency will obviously slow down and eventually get to the 1/8 mark and then it'll run stagnant for a bit as we wait for fragments to expire. This brought up another argument of yours. You currently wait 500-800 ticks for relics to release, then another few hundred ticks for the remaining relics to release... but you don't want to wait 300 ticks for more fragments to release? Even at it's longest, it's nearly half if not more than half the time it takes for relics to appear currently. As for the solo worlds, I can understand people's concerns. Perhaps programming solo worlds for a single player to collect many fragments will be the only means to do this. However, then it's luck of the draw honestly as you can't pass or take fragments. This will have to be discussed more thoroughly for that particular circumstance. We don't expect alliances to have trouble collecting these fragments. They will actually be the new item that'll cause fights. There will be no more "sniping wrecks". Courtesy won't mean the same thing as everyone will literally be fighting over wrecks now. You'll see huge armies launching for wrecks and people trying to cut off origin launches to kill those who went for the wrecks for fragments. Wrecks now become the source of wars as well as very strategic points to trap and kill armies. The mos competitive will still be the one's with the most fragments, but the speediness of the fragments at the beginning may cause alliances to consider taking in a newer player with a fragment to gain a relic rather than wait 300 ticks for 1 of the fragments to delete and reset. So this COULD force players to interact more with newer players who got lucky with a fragment. Also why we added the feature that leader's can't just bring a bunch of new players into their alliance, make a relic and then boot them all. 300 tick limit was made to protect new players from those who would seek to take advantage of them without trying to teach. Now the leader who took them in is forced to train them to make the new player a useful member that can help. It's not full proof, but at current moment, we're simply hoping for those few who are willing to simply help new players of their own good will. If the player decides to leave (which all players can leave whenever they wish) then the relic stays in alliance. Relics are no longer the individual's item. It is your leader's (and perhaps co-leader). It do NOT give score to any member individually. It now will only provide a score boost to the alliance and a resource boost for all. We have decided to change the relic can only attack relic idea. But we're still trying to figure out the details. This is the biggest point of discussion for everyone and the main aspect we're still trying to figure out the best solution for. Many solutions have been given, we're hoping to see some golden one's come up. There will be a lot of chances for all your voices to be heard and to vote. Right now, we're simply trying to get some good feedback to make this come to fruition (or not if that's what the majority want). We've already been cutting down on servers. You'll notice some are now gone. We are looking into every nook and cranny for issues with this idea. Many have pointed things and we greatly appreciate all of it! Don't worry, this isn't going to be simply dropped on you guys like a bomb. There will be many tests and experiments before it comes to fruition, but this is the start of the process. Getting your feedback ![Smile :)](./images/smilies/icon_e_smile.gif) You guys are BattleDawn. And unfortunately, I don't think it's a good idea to do the specific tick for specific world. Many love to play only 1 world, but can't afford to play at certain speeds. For instance, I don't have the time to play a 3 ticker, but Earth is my favorite world. I know I couldn't do well on Earth at 3 ticks though. Would be unfair to those in bad circumstances. Each world provides it's own unique strategy
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![Image](http://i66.tinypic.com/2ljq4yf.jpg) Gettin' real tired of your shi...
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WuXing
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 2:21 pm |
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Joined: Tue Jun 16, 2009 6:29 pm Posts: 68 Location: xUGx War Room Gender: male
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I would liek to see fragments give military unit exp. For example an army holding a fragment gets a 5% exp increase. something to this effect. There are plenty of economic increases in game already mines conquers ect.
_________________ Follow me into the fires of death and we will conquer the after life our battle field sins have denied us. I am WuXing.
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tripster
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 3:32 pm |
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Joined: Sun Mar 25, 2012 4:39 am Posts: 16
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my point do it but look back what i say
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TheGreatBurner
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 3:58 pm |
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Joined: Thu Apr 02, 2015 2:57 am Posts: 4
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malicewolf wrote: TheGreatBurner wrote: No No and No Since You Said We Get Those 'Fragments' in wrecks(1 out of 8) So now Relic Taking Comes with chance..lol Also What if there is SOLO world what do you do then...? you cant get more then 1 fragment not to mention if i attack a wreck with fragment while having fragment...?I cant get a fragment so it goes to waste... Also Fragments cant be taken what if allianceless guys get those fragments or each alliance manages to get less than 5 no relics then...? Also You say this discourages Subs...How can you be sure that i wont take 3 to 5 teams make them all find relics and then attack their relics.. And Once you create relic you cant kick what if the guy leaves you get half a relic...? Also Only Squads from Relic Can Attack relics so then what about those teams who get their relics taken and then they try taking them back since they dont have relics they cant attack a relic what about that....In My Opinion this is a boring idea....If you really want To Make Bd better how about lessen the server that means more concentration on Less worlds for admins and less bidget and more competition Sorry Everyone has their opinion mine says this is a stupid idea unless youre gonna work deep into it to stop misuse of it Sorry But this is a lost cause an will only make additional problems...Keep the game as it is and improve the servers maybe... Like Fantasy is 2 ticker Earth 3 ticker while mars 1 ticker That way we get all kinds of speeds and less servers so more competition ![Very Happy :D](./images/smilies/icon_e_biggrin.gif) Think about it thoroughly before making it official so many problems in it...Dont complicate the game ![Smile :)](./images/smilies/icon_e_smile.gif) _____________________Edit If Like i said the fragment are 3 with most alliances and no relic can be made you actually think we will wait 300 ticks or maybe more to get deleted not to mention it will take too long to get all 10 relics or even 1 relic if most alliances have 2 to 4 fragments...In end we will just max the ticks which will even lessen those 1000 toks we get for 10 relics Sorry, I'm going to respond to this post specifically since it seems to cover the most, i'm not trying to pick on you We've many additions that were suggested and taken by the majority as an acceptable change. We did not update the first post after these were considered, and I will change that shortly to avoid further confusion. We made the horrible assumption that everyone would read the other comments before writing their own opinions. We apologize for that mistake. The main post has been updated with more up to date info for the idea. These were discussed earlier in the topic a few days ago. As for your specific post Burner. Simen's update fixes the fragments issue. It'll be on a formula to quicken the pace at the start. Starting at 1 out of 2 will be a fragment at beginning. As ticks progress, the frequency will obviously slow down and eventually get to the 1/8 mark and then it'll run stagnant for a bit as we wait for fragments to expire. This brought up another argument of yours. You currently wait 500-800 ticks for relics to release, then another few hundred ticks for the remaining relics to release... but you don't want to wait 300 ticks for more fragments to release? Even at it's longest, it's nearly half if not more than half the time it takes for relics to appear currently. As for the solo worlds, I can understand people's concerns. Perhaps programming solo worlds for a single player to collect many fragments will be the only means to do this. However, then it's luck of the draw honestly as you can't pass or take fragments. This will have to be discussed more thoroughly for that particular circumstance. We don't expect alliances to have trouble collecting these fragments. They will actually be the new item that'll cause fights. There will be no more "sniping wrecks". Courtesy won't mean the same thing as everyone will literally be fighting over wrecks now. You'll see huge armies launching for wrecks and people trying to cut off origin launches to kill those who went for the wrecks for fragments. Wrecks now become the source of wars as well as very strategic points to trap and kill armies. The mos competitive will still be the one's with the most fragments, but the speediness of the fragments at the beginning may cause alliances to consider taking in a newer player with a fragment to gain a relic rather than wait 300 ticks for 1 of the fragments to delete and reset. So this COULD force players to interact more with newer players who got lucky with a fragment. Also why we added the feature that leader's can't just bring a bunch of new players into their alliance, make a relic and then boot them all. 300 tick limit was made to protect new players from those who would seek to take advantage of them without trying to teach. Now the leader who took them in is forced to train them to make the new player a useful member that can help. It's not full proof, but at current moment, we're simply hoping for those few who are willing to simply help new players of their own good will. If the player decides to leave (which all players can leave whenever they wish) then the relic stays in alliance. Relics are no longer the individual's item. It is your leader's (and perhaps co-leader). It do NOT give score to any member individually. It now will only provide a score boost to the alliance and a resource boost for all. We have decided to change the relic can only attack relic idea. But we're still trying to figure out the details. This is the biggest point of discussion for everyone and the main aspect we're still trying to figure out the best solution for. Many solutions have been given, we're hoping to see some golden one's come up. There will be a lot of chances for all your voices to be heard and to vote. Right now, we're simply trying to get some good feedback to make this come to fruition (or not if that's what the majority want). We've already been cutting down on servers. You'll notice some are now gone. We are looking into every nook and cranny for issues with this idea. Many have pointed things and we greatly appreciate all of it! Don't worry, this isn't going to be simply dropped on you guys like a bomb. There will be many tests and experiments before it comes to fruition, but this is the start of the process. Getting your feedback ![Smile :)](./images/smilies/icon_e_smile.gif) You guys are BattleDawn. And unfortunately, I don't think it's a good idea to do the specific tick for specific world. Many love to play only 1 world, but can't afford to play at certain speeds. For instance, I don't have the time to play a 3 ticker, but Earth is my favorite world. I know I couldn't do well on Earth at 3 ticks though. Would be unfair to those in bad circumstances. Each world provides it's own unique strategy Itll take over 1.5k ticks to get a relic if they are with other teams (random) so 15k(most waiting period least will be 2 to 3k) ticks for 10 relics You serious we get relics at this time normally...?
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HuoFire
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 4:53 pm |
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Joined: Wed Feb 04, 2015 7:13 pm Posts: 17
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I always wanted to be able to use relics in an offensive manner. What if the relics were twice the speed of squads, and given a gate, a radar, and a shield? Instead of guarding some mobile yet useless item, you could gamble score for a tactical advantage. Although I agree with the general concept of the new update, I disagree with the random nature of the wreckages. I would prefer a layout where the wreckages were rare, and were certain at getting fragments. That way you would promote fighting for them, and it would make a larger network more rewarding than a small lucky network. But I am willing to support this idea. *Thumbs up* ![Smile :)](./images/smilies/icon_e_smile.gif)
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wisher77
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Post subject: Re: Improved Relic Suggestion! Posted: Fri Apr 03, 2015 6:16 pm |
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Joined: Sun Jan 15, 2012 4:59 am Posts: 7
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I personally believe the generics to this is an excellent idea, and has fairness to it. To be specific i will point out the various points which will work well and how they work well:
1.) The only 1 fragment per player, this is excellent. Experienced players, powerful players and powerful alliances are weakened by this point. Even if they have a large network and take many wreckages everytime they get a fragment they loose a whole players probability of finding a fragment. PLUS the spawning rate of the fragments decreasing as they are found also actually hinders the stronger alliances more as if they already have 1-3 players with 1 fragment each the alliance as a whole has a much diminished chance of actually getting one (this is less members able to actually get one).
2.) Turrets, the concept of attacking relics from a turret is an excellent proposition, BECAUSE the stronger alliances cant horde the fragments (only 1 per member at a time) then there is plenty of chances for other smaller alliances to attain a fragment. And remember guys, you don't have to use them to make relics, in fact it's actually silly to for a small alliance as many have pointed out. So do the smart thing, make a Turret, build up your armies, why build a relic, you'd be better off making Turrets to help attack them. ALSO your turrent can't be taken by an enemy, they just end up with a regular OP so small alliances will suffer a small loss from losing them.
Also on the point of turrets you mentioned they are able to launch squads at moving relics, will they be able to do the same with enemies moving squads, if not i believe this is another good idea, it would make an excellent base defence, able to launch squads at incomming squads from turrets, perfect for smaller alliances it would be easier to fight the squads while they arent in your base, even if you loose you still have time to relocate without having been conquered now.
3.) Relics, several of the changes to the actual relics would be useful to. Relic speed, giving them regular speed is a good idea, makes them actually a viable option for general use, but this alone won't make them a combat ready item, rather makes them easier to hide, rather they need some other features that have been suggested. Training base, ion cannon. These ideas are excellent, being able to use the relic to train units on the fly and being able to fire an ion cannon from it. The ion cannon being cheaper to fire is also a good idea BUT it should have a restricted firing range (8 or so ticks) as this could be abused by an alliance to simply shoot every dragon near their base. The training base would encourage Alliances (particularly smaller alliances) to move their relics closer to the enemies, if your whole alliance can train units from it then thats a massive resource pool, may as well train an army next to the enemy right, plus whatever units you had already on board, massive advantage for a small alliance. Makes it easier to take out larger alliances especially if you form an alliance with a few other small alliances, or you could use this strong relic to attack other alliances that are closer to your own power. also gates on a relic would be useful too, but some modification should be made to the gates on relics, possible more expensive to use or a limit on how many units can use the gate every 24 ticks, otherwise larger alliances with big networks would be able to guard the relics too easily, but a smaller alliance would be able to use the gates more effectively,the limits in this case would impact a smaller alliance less as they have less to move, if a limit on units is used it should follow the worker cost ratio ie cavalry use up double the limit infantry units do, and heavy units use triple, e.g. can only put 300 inf in via gate every 24 ticks, or 150 cav or 100 heavy.
4.) Dragons and spies, yes both of these should definately be able to hit relics at any time, dragons and spy attacks makes it viable for any alliance to damage relics, plus if relics are now an attacking mini fortress spy attacks may well be the tools of smaller alliances to overpower the larger alliances relics.
5.)Relics should be able to attack everything, the chance of anyone getting a fragment is pretty good, so anyone could make a turret to attack moving relics with, for units to attack from a relic the relic should have to be stationary, or have been stationary for the last 3 ticks, and of course be open to any attack (even not from turrets) during that time. This reduces the ability for larger alliances to simply attack anything with a relic and remain impervious to attacks, but opens up smaller alliances to using one to take out opponents closer to their own power, or if they allied up with people closer to their power it makes relics a viable option to attack larger alliances with.
6.) The turrets weakening relics nearby is a good idea too, if a relic is within 3 ticks of a turret it suffers radiation damage, perhapes its gate should be disabled to as though it was jammed and possible anything in the training base gets paused too?
This is my thoughts on how the new update could be useful, I honestly see many ways weaker alliances could use this to their advantage, and many ways for them to defend against stronger alliances trying the same thing. Overall the suggested mechanics are pretty good.
Thanks for your time reading my thoughts on this.
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