Forum Discussion

ztoa's avatar
8 years ago

Refresh old worlds

Please consider upgrading the economy on the old worlds to the new economy. Some of us have spent years on the old worlds and have invested significant time and money. Growth on these worlds has been and continues to be ssssssllllllooooowww! At least consider upgrading the power generation aspect. Some of us have accumulated large caches of crystal and tiberium but are unable to use them because power is so hard to accumulate. Power generation on the new economy worlds is 8-10 times faster.
  • Whilst the older worlds may be slow, the new worlds also have either forgotten attacks or willingness introduced. (Now worlds have both.)

    Where you progress to when your bases (all 31) have reached level 65 and a little beyond is more of a pressing issue I feel. (I've not reached that point, but many on the old worlds have!)

    I agree they need refreshing, but not in the way you suggest. Original worlds didn't have a fortress or the current bonus system either so they have been refreshed in the past.

    As this is in the suggestions section, I'd add a suggestion. Allow the worlds to have bases bigger than the current upper limit than 65 - maybe 105. We saw on early pte's they could reach that size and although other things were causing it, they did not appear to totally break everything.

    Causing the forgotten to spawn above the current lower limit would also be helpful.



  • Agree with @gamerdruid.

    Leave actual economy but increase level of bases and camps.

    Thanks!
  • I don't entirely agree.

    Our power generation works on geological time. When I had a look on cncopt at my main base which is completely maxed out, the power went from around 970m/h to about 12g/h when i told it it was new economy. That's a huge disparity. I wouldn't want to entirely adopt new economy rules, but some more power would be very welcome. My best layout maxed out produces just over 1g/h, at that rate, a lvl65 mammoth takes 2 weeks to upgrade. Only being able to upgrade a base once a fortnight is somewhat tedious at best

    The other issue I have is the distribution of camp types. After you've got around 20 bases, farms are about as much use as a chocolate teapot, so it makes sense to get rid of all the refineries, silos and harvesters to get power up and turn the into attack bases. That means that for those working on upgrading power in those former farms need tib more than anything else.

    Most guys who have or are close to getting their top bases maxed have a massive backlog of crystal. I've got nearly 200T, I know another guy has 300T and others have more. That enough crystal to last us about a year, and yet we get more crystal camps than tib camps. We regularly have 12+ lvl65 camps on the map, and more often than not, they are all blue. For me to upgrade power in all my old farms it would cost me about 4T of tib per day. There simply aren't enough tib camps to do half that. So my point is basically this. Power has always been the key to growth on old eco world, and that was accepted as a problem that was solved in new economy rules. If it is therefore known that this was a problem, how about a few tweaks to alleviate it on old eco worlds. Maybe a reward of double power for those bases who get all power buildings to lvl65 to mark what is after, an achievement in the game. Or you could do a graduated system where your power buildings reach reach lvl X, you get a bonus of Y%.

    Another thing I'd like to see is lvl66 camps. The game rules say that bases should spawn camps +/- 1 lvl of a bases off lvl (though never seen a camps higher than the highest off lvl base). According to that a base with a lvl66 army should generate camps of lvl65-67. But the game punishes people for doing well (which has often happened due to paying money to ea, sorry cynicism just got the better of me) by only allowing those guys to kill camps a level below their own off lvl, meaning they have to kill more camps to get the resources they need.

    My final gripe is this. I came to the forum today to find out how long the FF revenge attacks last. A simple task you would think. Just enter 'fortress revenge' into the forum search and that should at least get you close. But no, the only result returned for that search was for link about an event in the simpson's game. So can we please fix the forum


  • jlimbo987 - you expressed my thoughts much more eloquently than I did and whole-heartily agree with all of your recommendations. With respect to your unsuccessful forum search, the FF revenge attacks occur in the 24 hour period after the Fortress rebuilds itself.

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