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Old 13.10.2009, 14:44   #1
Rigggary99
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Default Tempory change to Galaxy scanner thread.

Ahoy space pirates, as per the official announcement, there will be a tempory change to galaxys scanners that will currently take effect Tues 20th Oct 2009.
announceent can be found here:
http://en.board.bigpoint.com/spacein...d.php?t=144514

To promote more gameplay, and to help smaller players, galaxys scanners will be limited to use in the system they are currently in.

Again, this is a tempory soloution, and we are looking for a long term soloution.

Please discuss your thoughts and opinions here, along with any solutions you think might help!
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Last edited by Rigggary99 : 13.10.2009 at 14:52.
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Old 13.10.2009, 14:50   #2
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If astros are causing a problem because of the number of them,
then the Astro kill needs to be implemented or at least a version of it.

Mybe not destroy the astro itself just the scanner. ?
If the scanner was classed as fleet instead of a building then it could be destroyed.
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Old 13.10.2009, 14:51   #3
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Quote:
Originally Posted by Rigggary99 View Post
Ahoy space pirates, as per the official announcement, there will be a tempory change to galaxys scanners that will currently take effect Tues 20th Oct 2009.

To promote more gameplay, and to help smaller players, galaxys scanners will be limited to use in the system they are currently in.

Again, this is a tempory soloution, and we are looking for a long term soloution.

Please discuss your thoughts and opinions here, along with any solutions you think might help!
What happens to all the res spent to build up GS to scan a wider range of galaxies???

For one thing I think it is too easy to get an asteroid. The amount of rubble generated and the % chance of a roid forming are too high. It should be hard to get a roid and with less of them it will reduce problem but of course the uni is a little past that point already.
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Old 13.10.2009, 15:25   #4
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Part of the problem is that accounts with roids often change hands instead of dissapearing when the inital owner leaves the game. That gives us more floating rocks than would otherwise be there.

If there's one positive to be taken from this, I suppose it's that alliance co-operation will be more important now.

Alliance attacks become far less dangerous to undertake than when most systems are "Scannable" by at least someone, making it more possible to take out very large players who happen to forget to put their ships away safely.

The asteroids primary use for the time being will be for AA's rather than intercepts, might not be such a bad thing.

As for the res lost in building up the GS. It's a pain, even a GS 9 only amounts to around 1k BS (Give or take a few).

Long term solution could be a reduction in system range, could be a new rule on acc transfers, could be an increased spice cost (And possibly other res) to make each scan or even a new code that makes the astro less likely to form.
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Old 13.10.2009, 15:38   #5
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Maybe limiting the scan to one galaxy per level. Since it would be used more for the individual player then hunting a huge section of the universe.
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Old 13.10.2009, 15:38   #6
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Quote:
Originally Posted by gamemaster_Eraser View Post
If astros are causing a problem because of the number of them,
then the Astro kill needs to be implemented or at least a version of it.

Mybe not destroy the astro itself just the scanner. ?
If the scanner was classed as fleet instead of a building then it could be destroyed.
Quote:
Originally Posted by natew View Post
What happens to all the res spent to build up GS to scan a wider range of galaxies???

For one thing I think it is too easy to get an asteroid. The amount of rubble generated and the % chance of a roid forming are too high. It should be hard to get a roid and with less of them it will reduce problem but of course the uni is alittle past that point already.

I would have to agree with you both. As gmaemaster says we need the ability to destroy asteroids or atleast the GS. I think personaly it would be a better idea if the asteroid itself was not destroyed but the GS - Maybe with each successful attack reducing it's level by 1????

If the asteroid kill was implemented though wouldn't this make things a little easier for the veterans of the game? How many asteroids do you think SPB would be able to destroy within the first week??

As Natew states, it is far too easy to get an ansteroid and reducing the chances of one would one not really be a benifit
as I would agree the Uni has past this point.

But I feel a need to ask. We are being told this a tempory solution reducing the GS to its SS location. How tempory is it likely to be?

As a long term solution though I think it would be better to reduce the GS capabilites when the "tempory" solution ends. Maybe if each level on the scanner covers 1 SS per level until say level 6 and then 3 SS every level beyond this.....

This would mean a level 7 scanner would be cabable of scanning 9 SS instead of the the current 23........ any comments?

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Old 13.10.2009, 15:49   #7
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We can all talk about reducing the range of a GS but it's still going to be just as effective against smaller players. What is going to happen to the poor unfortunate small players that are still stuck in the same solar system as a GS??? Now they are really discriminated against. And there are so many GS that even reducing the number of systems scanned won't really help cause where I am there is a roid every other system.

Maybe the solution is to allow the GS to see ONLY ATTACK flights that are RETURNING, so you would have to be lucky to catch an attack in time to intercept it.
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Old 13.10.2009, 15:49   #8
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ok how about this:

Leave GS functionality as it is, however.. instead (aswell?) as using spice, use energy

this means building Weapons factory and fragile solar cells on roids

say each level of GS can hold 30K particles

each scan uses 5 or 10K particles for each solar system away

GS would still be powerfull but used far less

EG I have a level 5 GS in 1.20.1, its range is 11 solar systems, and holds 150K particles, but if I want to scan 1.31.1, the limit of my range, it uses 55K or 110 K particles, when powered by solar cells alone, this needs to be done very sparingly

thoughts?
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Old 13.10.2009, 15:52   #9
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Quote:
Originally Posted by natew View Post
We can all talk about reducing the range of a GS but it's still going to be just as effective against smaller players. What is going to happen to the poor unfortunate small players that are still stuck in the same solar system as a GS??? Now they are really discriminated against. And there are so many GS that even reducing the number of systems scanned won't really help cause where I am there is a roid every other system.

Maybe the solution is to allow the GS to see ONLY ATTACK flights that are RETURNING, so you would have to be lucky to catch an attack in time to intercept it.
Yes but it does make astros cover a smaller area meaning if they smaller players wanted to make a colony in another section of the universe they could much easier then they do now.
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Old 13.10.2009, 15:56   #10
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Limiting the GS to 1 system renders it virtually unusable. The fun part of this game for me is scanning other users flights, trying to find out when they go online and where their fleet moves to. Doing an intercept is great fun. If this element is removed then the game will be far less interesting. I have 2 roids but i also do attacks in area's where i don't have a roid. I maneuver my fleet between big players' roids, which can also be exciting. I avoid attacking over large distances but prever colonizing close to my target. In this way it is possible to outsmart the GS. So in my opinion the GS should remain the way it is.
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