"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