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Shinerplunderer's avatar
6 years ago

Speed World 2

This idea is based upon my question in the original topic of mine. This world focuses on speed to reach and defeat the fortress. If it would take 4 months to reach and defeat the fortress, it would take 2 months in this world. If it would take 6 days to research a 2nd base, it would take 3 days to research a 2nd base. This world is basically the same as a regular world, with a few key differences.

1. CP in the world would be generated at a rate of 1 per 2 minutes instead of 6 per minute, also Cp's maximum storage is at 300 rather than 100.
2. All Buildings would have their resource production time halved, but the amount they generate will be the same. Also all resource production buildings have a maximum 4 resource packages.
3. The repair time of every unit is halved, along with a base's move recover. Also the distance one can move is doubled.

There are also some exclusive pay-to-win options for this world settings. One option is to speed up CP production, so instead of 1 CP per 2 minutes, its 1 every minute! Another pay-to-win option doubles the research points one would obtain, so if this is enabled, it would ensure a person a 2nd base within 1 and a half day.

Basically, the faster you are, the closer you would get to the center. To ensure that world remains in use by active players, a special function is called after the fortress is destroyed once. This function would only occur once, or more if the dev's choose to:

1. All players would teleport to their spawn location if they are still active within the world. Their bases will be in close proximity to each other and they will also keep their bases levels. One thing that they won't keep is whether or not they have access to satellite codes.
2. All types of forgotten bases would respawn. From regular forgotten bases, to the fortress and its shield hubs. The bases' levels would rise up to compensate to the player's levels. There will be a level 75 base at spawn, and at the center are level 115 bases.
3. Every event would reset, so there are not satellites falling anywhere. Players also start with another 'newbie' shield, like what they had when they first entered the world.

Each time the function is called, the forgotten bases levels are increased by 50.
  • Some interesting ideas. Altering the timers can have strange effects as we have seen in the past on the PTE. This is partly due to timers not all being independent, but linked in some way. Probably lazy programming originally.

    Some of the things you suggest I foresee will be difficult to implement.

    You suggestion of all players (I take it you mean not just those killing the fortress) are returned to their start positions will probably be difficult. On a 5000 place world there are 5000 start positions, but by the time the fortress is killed there could be up to 25000 bases or more. Some will be from inactive players (because the definition of inactive by EE/EA is 2yrs of inactivity), but the competing alliances with active members will have 10 or more bases. Even if the number of alliances active is small, around 10, that is 500 players with 10 bases giving 5000 bases just for them. Also, alliances would be spread out as players don't always start in the same sector together (although organised alliances who move from world to world will have their starting sector co-ordinated ), If 'inactive' players is defined in some other way than the 2yrs of not logging on then those players will suddenly get a boost by being closer to the fortress and could progress quicker than those teleported to the edge of the world. I can see how that would be abused by alt accounts or opposing alliances. For example, when the fortress is about to fall place alts in one alliance and don't log on for the X days that is newly defined as inactive for the purpose of the transportation.

    Having pointed out some of the problems, I like the idea! There will be solutions to the points above.

    Currently base levels are restricted to 65 and forgotten bases don't exceed the level of the Guardian bases of 50 - i think the current max is 47 or 48. The fortress max is 95.

    Your suggestion of a 50 level increase each time this feature is called means you get level 63 or 64 bases at the edge of the world, rising to 97/8 in the centre after only the first time, and 113/4 after the second time with 147/8 in the centre. I like the idea of them increasing uniformly (or within a range, randomly - eg between 5 and 15 or 2 and 10) as it is likely to be easier to program and get right! The 50 levels is too much, but some increase would be interesting.


  • "gamerdruid;c-2051305" wrote:
    Altering the timers can have strange effects as we have seen in the past on the PTE. This is partly due to timers not all being independent, but linked in some way. Probably lazy programming originally.


    Maybe we could have the decrease in wait time cut by ratios or something. Like instead of 6 hours of resource collection and 6 minutes per CP generation, we could have it by 2 or 3 minutes/hours, with a Pay to win option to halve it even further.

    "gamerdruid;c-2051305" wrote:

    You suggestion of all players are returned to their start positions will probably be difficult. Some will be from inactive players (because the definition of inactive by EE/EA is 2yrs of inactivity), but the competing alliances with active members will have 10 or more bases. If 'inactive' players is defined in some other way than the 2yrs of not logging on then those players will suddenly get a boost by being closer to the fortress and could progress quicker than those teleported to the edge of the world. I can see how that would be abused by alt accounts or opposing alliances. For example, when the fortress is about to fall place alts in one alliance and don't log on for the X days that is newly defined as inactive for the purpose of the transportation.


    Maybe all players should be teleported back to the edge of the world when this particular event happens. I didn't explicitly say on HOW the developers should handle this. Each player starts with one base, on his original position, with other bases as if destroyed but does not require repairs - the bases are waiting to be redeployed, with their collection timers at full. His base that he starts with is the one with the highest offense and if possible, the oldest one. If the player is part of an alliance, all members will be teleported to the sector they originate in, lets say 50% came from the west sector, and 10% on 5 other sectors, they will be teleported in the west sector. This is regardless of a player's recent activity.

    "gamerdruid;c-2051305" wrote:

    I like the idea of them increasing uniformly (or within a range, randomly - eg between 5 and 15 or 2 and 10) as it is likely to be easier to program and get right! The 50 levels is too much, but some increase would be interesting.


    Well a regular world starts off with lvl 12 to 15 bases and lvl 65 bases at the center. I just though of adding the numbers by 50. Maybe per reset, the number increase will be smaller by 60%.
    E.g.
    1st run 15 bases at edge, lvl 65 at center
    2nd run lvl 65 at edge, lvl 95 at center
    3rd run 95 at edge, lvl 115 at center

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