Guilds redesign

All general discussions for Mars Tomorrow
FrankyFix
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Re: Guilds redesign

Postby FrankyFix » 08 Nov 2018, 07:01

Hi Radical,

mir ist gerade noch etwas eingefallen, was meiner Meinung nach dazu beitragen könnte Frustration bei den Spielern abzubauen, die das Spiel verstanden haben.

Es sollte nach Phase 1 nicht mehr möglich sein Grundressourcen in die Kolonie zu liefern. Also Wasser, Salz, Nahrungsmittel, Sauerstoff und Wasserstoff. Diese Ressourcen werden ohnehin über all gebraucht, dann ist es nicht notwendig diese in der Kolonie abliefern zu können. Denn man sieht es immer wieder, dass die Leute einfach Nahrungmittel oder Sauerstoff in die Kolonien fahren für 4 Marsdollar und damit weder eine gute Einnahme erzielen und oben drein auch noch die Außenposten belasten, da diese Spieler nie etwas als Support zu liefern.

Grüße
The Pascal King
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Re: Guilds redesign

Postby The Pascal King » 09 Nov 2018, 06:05

If you are looking to help the new player, write the manual for the game. Why ask people how to do fundamental game tasks if there is a manual?
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Radical
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Re: Guilds redesign

Postby Radical » 09 Nov 2018, 09:58

The Pascal King wrote:If you are looking to help the new player, write the manual for the game. Why ask people how to do fundamental game tasks if there is a manual?


Radical wrote:Hi Pascal King,

but there is a manual in the game.
Just open the Fact Sheet (!-Button) in the top right corner.
Bildschirmfoto 2018-11-07 um 11.33.25.jpg


The manual is not Up2Date, but we will update it soon.

Best,

Rad
FrankyFix
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Re: Guilds redesign

Postby FrankyFix » 09 Nov 2018, 13:24

Hi Pascal. Maybe it is not the right topic for my proposals. But i think its good to talk about it so that the game designers get some player influence for their decisions.

As Radical wrote to you twice, there is a game manual available. And also a wiki: https://gamefab.de/wiki/index.php?title=Hauptseite
(german Version).

Bye
The Pascal King
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Re: Guilds redesign

Postby The Pascal King » 19 Nov 2018, 00:00

Not being up to date is one thing, missing
80/100 of the necessary information is another.
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Radical
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Re: Guilds redesign

Postby Radical » 03 Dec 2018, 13:01

That's how we would like to change it now:
Problem:
Each colony develops a strong guild, which displaces all other guilds and keeps them small.
The people of the little guilds lose their fun because they have no chance. Even the big guilds lose members over time and have no chance to fill the guilds anymore.
The repression of the guilds is done by the investment majority. Large guilds with experienced players can generate much more money and loosely hold all majorities.

Approach:
Higher claim bonus.
The guild majority bonus is completely gone. Investments count only for the player himself and for all the players of the colony (not the guild anymore).
The guild itself gets a waiting time bonus when members deliver, Chaining! The impact of low resources will be reduced, too.
In addition, every few days Colo vs Colo tenders, not too often, it should be something special. Win: 2x more TP in the Kolo for 24h
Lower Colos get a bonus to stay competitive.
Small Endgame Reward for guilds, larger for colonies.
Changing the home colony will no longer be allowed from phase 06.
Hide Colo chat for other colonies.
Increasing guild member to max 20.

What does this do?
The investments are still available, the players continue to benefit, but also benefits for the entire colony community. Especially weaker players are happy about high investments from other players, so their time will be improved, too.
The small guilds are no longer displaced, but get through the claim especially in the fight against other colonies an important place.
The guilds have to communicate with each other to pass a Colo tender, so the big guilds take care of the small ones as well. The guilds of a colony should be happy to have strong guilds playing with them.
Majority by drones stay the way it is.

_____________________________________________

Problem:
Pro Kolonie entwickelt sich eine starke Gilde, welche alle anderen Gilden verdrängt und klein hält.
Die Leute der kleinen Gilden verlieren die Lust, weil sie keine Chance haben. Auch die großen Gilden verlieren über die Zeit Mitglieder und haben gerade am Ende keine Möglichkeit mehr die Gilden zu füllen.
Die Verdrängung der Gilden geschieht durch die Investitionsmehrheit, große Gilden mit erfahrenen Spielern können wesentlich mehr Geld generieren und locker alle Mehrheiten halten.

Ansatz:
Höherer Claimbonus.
Der Gildenmehrheitsbonus fällt komplett weg. Investitionen zählen nur noch für den Spieler selber und für alle die Spieler der Kolonie (vorher zählte dies nur für die Spieler der eigenen Gilde).
Die Gilde selber bekommt einen Wartezeitbonus, wenn die Mitglieder zuliefern, Chaining! Die Auswirkung von niedrigem Warenstand wird zusätzlich reduziert.
Es wird alle paar Tage Colo vs Colo Ausschreibungen geben. Nicht zu oft, es soll etwas Besonderes sein. Gewinn: 2x mehr TP in der Kolo für 24h.
Zurückliegende Colos bekommen einen Bonus, um konkurrenzfähig zu bleiben.
Kleine Endgame Belohnung für Gilden, größere für Kolonien.
Umzüge werden ab der 6. Phase nicht mehr erlaubt.
Colo chat ist nur noch in der eigenen Heimatcolo sichtbar.

Was bewirkt das:
Die Investitionen bleiben vorhanden, bringen den Spielern weiterhin Vorteile, aber auch Vorteile für die gesamte Koloniegemeinschaft. Vor allem schwächere Spieler freuen sich über hohe Investitionen, da so auch ihre Zeit verbessert wird.
Die kleinen Gilden werden nicht mehr verdrängt, sondern erhalten durch den Claim gerade im Kampf gegen andere Kolonien eine wichtige Rolle.
Die Gilden müssen sich untereinander verständigen um eine Colo AS zu bestehen, die großen Gilden kümmern sich daher auch um die Kleinen. Die Spieler der Kolonie sollen sich über ihre starken Gilden freuen können.
Das einzige PVP Element bleibt die Mehrheit durch Drohnen.
starquake
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Re: Guilds redesign

Postby starquake » 04 Dec 2018, 07:48

Problem:

A strategy to score really high in Mars Tomorrow is to only produce from an outpost (1 way take) and not supply the outpost, all you have to do is invest a lot of money.

To say this in another way:
A strategy to score really high in Mars Tomorrow is to steal from the hard work of others and benefit from others input supply to an outpost

Affect:

The players that 1 way take from outposts cause a lot of congestion, their 1 way take trips are really fast and their transporters come around very often, this congestion slows the outpost down for every single player in the colony.

For every trip a "1 way taker" makes they drain the input supply and slow down (damage) the outpost, just 1 single player in 1 way take routes with multiple transporters can add 45 seconds to the load time for every single other player in the colony who are supplying the outpost. Players in circuits or chain routes can have a trip time that takes 5 times as long as a 1 way take route, this means they do not supply the outpost fast enough to bring down the time because of the player in 1 way takes. This is especially worse if the 1 way taker has a prototype transporter.

Players in 1 way take routes frustrate the players who know to be in circuit routes. Players in 1 way take routes show new players that this is a good and viable strategy, this is because it is a viable strategy since the game is programmed this way.

We have an example of a player from Hawking coming down and using our polymer outpost to supply their crystal outpost, just 1 player drained our polymer to half on the input and the outpost went from 5 seconds to 45 seconds. This extra time caused by the player from Hawking added 45 seconds not only to 16 players in our guild but to each transporter in the circuit route that had polymer. Why should 1 single player affect the lives of everyone in the Aldrin colony, by adding 40 seconds to our load times and for multiple transporters for each player, this was going on for days! We could not feed it fast enough to mitigate the affect from the Hawking player, just 1 player caused this. This type of game play frustrates players and guilds who do not want others to steal from their hard work, this type of game play could have the affect of preventing Aldrin from leveling twice in a phase.

It is really hard to teach new players how to program circuit or chain routes.

We can and have typed pages and pages of chat to new players trying to explain how to program a circuit (or chain) routes and they don't understand how to do it, this happens every new game launch. A lot of times I have spent 1 hour with each person individually trying to explain by typing messages how to program chain routes and they still don't understand what to do, I have explained this to over 30 players with good success, some not, it takes a lot of time. It is really hard to try to describe through text messages how a player should click what buttons to make a circuit route and what it looks like.

The problem is worse because they don't understand why they should even bother doing it because other players who are not in circuits, doing 1 way takes, do well.

There needs to be a load time penalty for the player in a 1 way take route, the winning strategy of not supplying outposts needs to be penalized.
The reason it needs to be penalized is because the majority of your players get frustrated.

The issue that is going to happen trying to fix this problem is that guild member A may be supplying for guild member B on an outpost because they are a team, you would not want to penalize this arrangement by just looking at the individual which makes this complicated.

Problem:
Each colony has a guild with maximum players of 16 of the players who are most experienced.

Affect:
The top guild is filled with the players who are online the most, have the most experience and take the members from the colony who know be in chain routes. Since the colonies do not usually have enough players to support 2 guilds then this means then there are not experienced players in the 2nd or 3rd guild to teach new players, to collect from their habitats enough, to have other members to collect their habitats. Not enough experienced players in the 2nd or 3rd guild means no one is teaching new players chain routes and there is not a social aspect of the game because the 2nd and 3rd guild chats are quiet and lonely.

Approach:
Do not have a guild. OR the entire colony is the guild.

Do not impose a 20 person max per guild, this just means 21 and 22 person are lonely and quit.



"The guild majority bonus is completely gone. Investments count only for the player himself and for all the players of the colony (not the guild anymore). The guild itself gets a waiting time bonus when members deliver, Chaining!"

This is good.

"The impact of low resources will be reduced, too."

This is another way to say the guild gets a load time bonus. I suggest the game does not show stats in the game for 2 different things, chaining bonus and decreased low resource effect, it will be harder to understand with 2 effects.

All this is only going to make the 2nd place guild stop playing sooner because they don't have the experience to set up chains and coordinate as a guild, with this change they will fall even further behind. The problem is not the 2nd guild under feeding an outpost, the problem is with the individual, I believe you need to slow down the individual in 1 way takes not speed up the guild who is in chains. The game should reward the player who supplies well and show the 1 way taker that the supply strategy will benefit them if they chain.

"Changing the home colony will no longer be allowed from phase 06."
I don't think this is a good idea, this is a long game and colonies are trying to recruit players to add as their friends on their colony.
starquake
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Re: Guilds redesign

Postby starquake » 04 Dec 2018, 08:08

This is a player who does not supply well and slows down the colony for everyone, penalize them.

bad player.png



This is a player who supplies well, reward them.

good player.png
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Radical
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Re: Guilds redesign

Postby Radical » 04 Dec 2018, 13:40

As I wrote above, we want to improve a lot of things to make a better cooperation for the colony.
DAVID MARTIAN
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Re: Guilds redesign

Postby DAVID MARTIAN » 04 Dec 2018, 13:45

Hello Radical.
Please add this statement to the game manual.

English

The only acceptable time to do a straight pull from an outpost without supplying it is during a race or if the player is trying to complete a personal delivery quickly or if the outpost does not need any input resources. Then after the race is complete, reset your rovers to the previous supply missions.
If you don't have the cash to buy licenses to pull the good from an outpost to the colony then at least supply that outpost for other guild members to use.

Polish

Jedyny dopuszczalny czas na wyciągnięcie ręki z posterunku bez jej dostarczenia jest w trakcie wyścigu lub jeśli gracz próbuje szybko dokonać osobistej dostawy lub jeśli placówka nie potrzebuje żadnych zasobów wejściowych. Następnie po zakończeniu wyścigu zresetuj łaziki do poprzednich misji zaopatrzenia.
Jeśli nie masz gotówki na zakup licencji, aby wyciągnąć towar z placówki do kolonii, to przynajmniej zaopatruj tę placówkę dla innych członków gildii.

German

Die einzig akzeptable Zeit, um einen direkten Zug von einem Außenposten auszuführen, ohne ihn zu versorgen, ist während eines Rennens oder wenn der Spieler versucht, eine persönliche Lieferung schnell abzuschließen, oder wenn der Außenposten keine Eingaberessourcen benötigt. Setzen Sie Ihre Rover nach Abschluss des Rennens auf die vorherigen Versorgungsmissionen zurück.
Wenn Sie nicht über das Geld verfügen, um Lizenzen zu kaufen, um die Ware von einem Außenposten in die Kolonie zu ziehen, müssen Sie diesen Außenposten zumindest anderen Gildenmitgliedern zur Verfügung stellen.
DAVID MARTIAN
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Re: Guilds redesign

Postby DAVID MARTIAN » 04 Dec 2018, 13:46

Here are a few suggestions for game improvements, not in any particular order-

1. increase the number of guild members from 16 -25
2. increase the number of buildings to be built to 2 for normal players and 3 builds for settler accounts
3. Have drone option for buying a turbo drone via same way as fire drone or antispy is currently, but limit the turbo drone to one per player only during the entire game.
3A. Allow 2 standard drones to be purchased and used per player.
4. Increase player plugin slots to 4 for normal players and to 6 for settler accounts a plus 2 player plugin addition
5. Allow guild members to give/gift: mars cash, rover plugins, player plugin and licenses to other guild members only.

6. Allow the guild leadership to take over all rover functions from repair to phase upgrades to reassign tasks to giving rovers away to other guild members the rovers of former guild members who are inactive for 2 weeks or more. If the inactive guildmember comes back online after being inactive, the reinstated inactive guildmember can receive their rovers back to control in there current upgraded status.

7. Allow the collecting of the mars cash of inactive players if there safe is full and they are inactive for 2 weeks or more, instead of keeping the mars cash stagnant for the entire game if the player quits completely.

8. Allow the loader drone, fire drone, spy & antispy drone to be upgraded via rover plugin to increase their speed

9. Allow the option to buy settler accounts with tritium, from a 24 hour settlers for 15 tritium in the same increments to the 5 day settlers for 75 tritium to 6 day,7 day, 8 day 9 day, for example
24 hour settler =15 tritium
2 day =30
3 day = 45
5 day =75 tritium
Allow tritium to be awarded through personal deliveries

10. Give plugin awards to the members ranked 11-25 the same as the top 10 are awarded.
11. Increase the end game to 4 days and while the building time is reduced, the cost remains the same.
The build cost should be reduced by 10% -25% during the end game.

12. Award players who supply outposts with Terra points just like the colony terrapoints and a small amount of cash. The players who only pull from outposts to the colony only, get higher terrapoints but are hurting the suppliers who get less or no terrapoints. The only acceptable time to do a straight pull from an outpost without supplying it is during a race or if the player is trying to complete a personal delivery quickly or if the outpost does not need any input resources. Then after the race is complete, reset your rovers to the previous supply missions.
If you don't have the cash to buy licenses to pull the good from an outpost to the colony then at least supply that outpost for other guild members to use.

12A. Penalize players 25% of their home colony terrapoints for their home colony only deliveries due to NOT supplying the outposts to which those deliveries are coming from. Don't penalize them for delivering goods to other colonies outside their home colony.

13. Allow the player to "program their own personal delivery's and awards"
for example, I would like to choose "input the colony or outpost to supply and choose 1-4 resources from gas, liquid and solid, then the delivery amounts in tons and choose what reward I get based on that tonnage, from cash to energy, research points, terrapoints, tritium"

14. before selecting a container to allow the player to select what category they want for their reward instead of it being all random
There were players with 4-8 prototype rover playing while I went the entire game and never received a prototype rover. The 1st game played, my 1st prototype came in phase 8 day 5 in the end. Also If I have 500 energy stored, I don't need another container awarding me 30 more energy or awarding me a player plugin if I don't have a settler account or a rover plugin for +15 efficiency when I may already have 12 plugins with the same efficiency level when I may be in dire need of marscash at that moment or may prefer to get research points or terrapoints instead.

15. penalize players who buy prototype rovers with real cash from using them in races, it's not fair for players with 26 rovers to compete against players who race with 35 rovers where 9 rovers are prototypes with 2 plugins.

16. Allow normal rovers to have 2 plugins
17. Allow up to 5 outpost claims per guild instead of only 1.
18. Instead of buying prototypes with real cash via tritium every phase or getting them through lost and found containers, make the prototypes be available via a "Prototype building" the same way as the drone building is currently and how the drones are bought with marscash.
19. Change the free 10 guild points per hour donation to 20 free guild points per hour for 5 hours.
Increase the marscash guild point donation to 150 paid points
20. Add another award for reducing build times by 2%,5% and 10% and build costs reduction by 2%, 5% and 10% for guild members and for individual players to get via the Lost and Found containers.
Mabruk
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Re: Guilds redesign

Postby Mabruk » 04 Dec 2018, 16:27

Radical wrote:That's how we would like to change it now:
...
Problem:
Pro Kolonie entwickelt sich eine starke Gilde, welche alle anderen Gilden verdrängt und klein hält.
Die Leute der kleinen Gilden verlieren die Lust, weil sie keine Chance haben. Auch die großen Gilden verlieren über die Zeit Mitglieder und haben gerade am Ende keine Möglichkeit mehr die Gilden zu füllen.
Die Verdrängung der Gilden geschieht durch die Investitionsmehrheit, große Gilden mit erfahrenen Spielern können wesentlich mehr Geld generieren und locker alle Mehrheiten halten.

Ansatz:
Höherer Claimbonus.
Der Gildenmehrheitsbonus fällt komplett weg. Investitionen zählen nur noch für den Spieler selber und für alle die Spieler der Kolonie (vorher zählte dies nur für die Spieler der eigenen Gilde).
Die Gilde selber bekommt einen Wartezeitbonus, wenn die Mitglieder zuliefern, Chaining! Die Auswirkung von niedrigem Warenstand wird zusätzlich reduziert.
Es wird alle paar Tage Colo vs Colo Ausschreibungen geben. Nicht zu oft, es soll etwas Besonderes sein. Gewinn: 2x mehr TP in der Kolo für 24h.
Zurückliegende Colos bekommen einen Bonus, um konkurrenzfähig zu bleiben.
Kleine Endgame Belohnung für Gilden, größere für Kolonien.
Umzüge werden ab der 6. Phase nicht mehr erlaubt.
Colo chat ist nur noch in der eigenen Heimatcolo sichtbar.

Was bewirkt das:
Die Investitionen bleiben vorhanden, bringen den Spielern weiterhin Vorteile, aber auch Vorteile für die gesamte Koloniegemeinschaft. Vor allem schwächere Spieler freuen sich über hohe Investitionen, da so auch ihre Zeit verbessert wird.
Die kleinen Gilden werden nicht mehr verdrängt, sondern erhalten durch den Claim gerade im Kampf gegen andere Kolonien eine wichtige Rolle.
Die Gilden müssen sich untereinander verständigen um eine Colo AS zu bestehen, die großen Gilden kümmern sich daher auch um die Kleinen. Die Spieler der Kolonie sollen sich über ihre starken Gilden freuen können.
Das einzige PVP Element bleibt die Mehrheit durch Drohnen.


Der Ansatz ist ja schonmal ganz gut, aber:
... dass sich Gilden untereinander verständigen müssen, funktioniert sicher nicht. Ich kann kein russisch, und die Russen können kein deutsch. Da ist Kommunikation schwer, und ich mag auch nicht jeden Satz aus dem Chat erstmal durch einen Übersetzer jagen. Mal ganz abgesehen davon lasse ich mich zu nichts zwingen! Und dass sich Egomanen auch um Kleine kümmern, hab ich noch nicht gesehen. Insofern geht euer ganzer Plan nach hinten los.
Last edited by Mabruk on 05 Dec 2018, 10:45, edited 1 time in total.
AmyL
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Re: Guilds redesign

Postby AmyL » 04 Dec 2018, 21:03

Radical wrote:Approach:
Higher claim bonus.
The guild majority bonus is completely gone. Investments count only for the player himself and for all the players of the colony (not the guild anymore).

I can read this 2 ways:
First: I am player A in guild A - Player B in from my colony but not my guild invests in another outpost outside of our colony (Aldrin) and I reap benefits of a better load time in that colony? Same Goes for players C and D who are also in my colony. Well, we all start racing across Mars does this mean Gagarin won't have the majority investment in any of its outposts because A thru D participate in races throughout the map and have overtaken them? :o :o

The second way is a "huge here is the way to go player that just wants to earn terrapoints by investing" - I would say my other names for him, but naming players nor cursing probably wouldn't be in good form - here is the game in a nice pretty bow and gift wrap as you make everyone's load times craptastically slower than molasses runs in Antartica. AmyL quit spending real dollars on game because the challenge of supply and demand is no longer there it is just who can get the most points by investing to profit off anything you do in growing the outpost. If you don't have the ~ to outinvest them or heaven forbid even if you do you decide to have a real life they will last minute outinvest you as the outpost levels and leave you with an empty bank, slow load times and nothing to show for what you did spend.

Radical wrote:The guild itself gets a waiting time bonus when members deliver, Chaining! The impact of low resources will be reduced, too.

Ok so now some benefit returns to being in a guild - but I agree with starquake - we have no real way to deal with the one-way takers among us. They are still reaping the colony investment reward and able to molest the outpost faster than we can resupply. Unless this bonus is HUGE, why would the selfish idiots want to stay in my guild and play by my rules when they can join guild 'selfish pigs' play by their own rules and still reap my investment rewards? And why reduce the penalty for not supplying the outpost... are you trying to encourage guild 'selfish pigs' and reduce the actual premise of the game?

Radical wrote:In addition, every few days Colo vs Colo tenders, not too often, it should be something special. Win: 2x more TP in the Kolo for 24h
Lower Colos get a bonus to stay competitive.
Small Endgame Reward for guilds, larger for colonies.

We are all going to end up in one colony because everyone else will have quit by phase 6 or wish they had if they aren't allowed to move afterward.

What does this do?
There are barely 20 players that ever make it actively until endgame- so not much change at endgame by expanding guilds to 20. 4 people get to start out in the better guild - only 2 will play until the end and you can no longer recruit from other colonies to replace them after phase 6

Weaker players are still upset about high investments from other players, so their load time will be AS SLOW AS ALWAYS
The small guilds are no longer displaced but are a constant pain in the rear and greater laibility to the larger guild.
starquake
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Re: Guilds redesign

Postby starquake » 05 Dec 2018, 06:21

Hi David,

I am glad for all this material to consider, this is great. I am a game player and not part of the Mars Tomorrow team, I would like to respond to your feedback and then have you give your feedback to my responses.

My comments are in White.

DAVID MARTIAN wrote:Here are a few suggestions for game improvements, not in any particular order-

1. increase the number of guild members from 16 -25

What happens to the 26th and 27th player, they will be left out? If the case was each colony was 300 players then this is a good idea, but the colonies only have maximum 30 players who stick the game out. I believe if there are no guilds then the chances are is that players more than 30 will stick around.

2. increase the number of buildings to be built to 2 for normal players and 3 builds for settler accounts

This is a free to play game but as well it is a game where spending real money has to give you some advantages, there has to be incentive too for the perks to pay for a settler account, if non settler accounts can build 2 at a time then that is diminishing the advantage for getting a settler account.

3. Have drone option for buying a turbo drone via same way as fire drone or antispy is currently, but limit the turbo drone to one per player only during the entire game.

Radical listed that in a recent patch the odds of getting the prototype was increased, I stopped opening containers since I had no idea on the odds of getting a prototype, now I pay to run a settler account through the whole game. Awarding a turbo drone diminishes the perks for paying players, I would like to see a super settlers account that includes the prototypes and some random containers, this way the question on how many containers need to be opened is gone. The super settler account could include a turbo drone.

3A. Allow 2 standard drones to be purchased and used per player.

This is a neat idea.

4. Increase player plugin slots to 4 for normal players and to 6 for settler accounts a plus 2 player plugin addition

The game would have to be re-balanced in this case, otherwise all colonies would be leveling the colony to past max every phase, it would be hard to re-balance, it also diminishes the perks of a settler account from 2 versus 4 plugins to 4 versus 6 which is from 200% to 150%, this effectively nerfs settler accounts. There needs to be incentive for settler accounts for the game to stay free to play.

5. Allow guild members to give/gift: mars cash, rover plugins, player plugin and licenses to other guild members only.

This is really good idea that I have wanted to do and I know others who have wanted to do, I don't see why it should be restricted to Guild Members.

6. Allow the guild leadership to take over all rover functions from repair to phase upgrades to reassign tasks to giving rovers away to other guild members the rovers of former guild members who are inactive for 2 weeks or more. If the inactive guildmember comes back online after being inactive, the reinstated inactive guildmember can receive their rovers back to control in there current upgraded status.

This feature is taking control from the user where they will write complaint tickets not understanding what is happening to their transporters.

7. Allow the collecting of the mars cash of inactive players if there safe is full and they are inactive for 2 weeks or more, instead of keeping the mars cash stagnant for the entire game if the player quits completely.

Where should this Mars cash go?

8. Allow the loader drone, fire drone, spy & antispy drone to be upgraded via rover plugin to increase their speed

This is a fun idea.

9. Allow the option to buy settler accounts with tritium, from a 24 hour settlers for 15 tritium in the same increments to the 5 day settlers for 75 tritium to 6 day,7 day, 8 day 9 day, for example
24 hour settler =15 tritium
2 day =30
3 day = 45
5 day =75 tritium
Allow tritium to be awarded through personal deliveries

10. Give plugin awards to the members ranked 11-25 the same as the top 10 are awarded.

This is nice, this will have returning players proud with what they earned and keep coming back.

11. Increase the end game to 4 days and while the building time is reduced, the cost remains the same.
The build cost should be reduced by 10% -25% during the end game.

This gives players who did not keep building early a chance to catch up to the people who were diligent builders, the diligent builders would be max building level so the others would catch up, I dont believe this is a good idea.

12. Award players who supply outposts with Terra points just like the colony terrapoints and a small amount of cash. The players who only pull from outposts to the colony only, get higher terrapoints but are hurting the suppliers who get less or no terrapoints. The only acceptable time to do a straight pull from an outpost without supplying it is during a race or if the player is trying to complete a personal delivery quickly or if the outpost does not need any input resources. Then after the race is complete, reset your rovers to the previous supply missions.
If you don't have the cash to buy licenses to pull the good from an outpost to the colony then at least supply that outpost for other guild members to use.

Awarding terrapoints for supplying is a great idea, it offsets the gains from the 1 way takers who only take and try to score high on the colony.

12A. Penalize players 25% of their home colony terrapoints for their home colony only deliveries due to NOT supplying the outposts to which those deliveries are coming from. Don't penalize them for delivering goods to other colonies outside their home colony.

I like the supply terrapoints, the problem would be if players supply outposts that are not needed.

13. Allow the player to "program their own personal delivery's and awards"
for example, I would like to choose "input the colony or outpost to supply and choose 1-4 resources from gas, liquid and solid, then the delivery amounts in tons and choose what reward I get based on that tonnage, from cash to energy, research points, terrapoints, tritium"

Someone might stick on this personal delivery for days by choosing a certain reward. Nice idea with some limits.

14. before selecting a container to allow the player to select what category they want for their reward instead of it being all random
There were players with 4-8 prototype rover playing while I went the entire game and never received a prototype rover. The 1st game played, my 1st prototype came in phase 8 day 5 in the end. Also If I have 500 energy stored, I don't need another container awarding me 30 more energy or awarding me a player plugin if I don't have a settler account or a rover plugin for +15 efficiency when I may already have 12 plugins with the same efficiency level when I may be in dire need of marscash at that moment or may prefer to get research points or terrapoints instead.

This diminishes the perks for opening randoms containers with Tritium, this is how players are having all 8 prototypes for a given game.

15. penalize players who buy prototype rovers with real cash from using them in races, it's not fair for players with 26 rovers to compete against players who race with 35 rovers where 9 rovers are prototypes with 2 plugins.

It is fair that players who opened random containers to get prototypes use their prototypes in a race.
This is the incentive to spend Tritium that is bought with real money, there needs to be perks. This game is run on servers that cost real money. The paying players are the ones who are providing a free game for everyone else!


16. Allow normal rovers to have 2 plugins

This diminishes the perks of getting a settler account.

17. Allow up to 5 outpost claims per guild instead of only 1.

This would level the colony too fast and would need re-balancing, I believe there should not be any guilds and guild claims.

18. Instead of buying prototypes with real cash via tritium every phase or getting them through lost and found containers, make the prototypes be available via a "Prototype building" the same way as the drone building is currently and how the drones are bought with marscash.

This diminishes the incentive to pay and get a settlers account.

19. Change the free 10 guild points per hour donation to 20 free guild points per hour for 5 hours.
Increase the marscash guild point donation to 150 paid points

The upper guild levels do not really bring relevant perks to the phase they are in anyway.

20. Add another award for reducing build times by 2%,5% and 10% and build costs reduction by 2%, 5% and 10% for guild members and for individual players to get via the Lost and Found containers.

Nice idea.


Starquake.

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