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Planet limit adjustment
http://forum.weblulz.net/viewtopic.php?f=17&t=3155
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Author:  ABren [ Tue Sep 16, 2014 10:23 am ]
Post subject:  Planet limit adjustment

Unlimited planets per player. To keep it reasonable & fair I would suggest that the building level for all of your planets be cumulative (IE if you have two planets, one with 499 colonist houses and one with 40, it costs the same to build the next house on either planet [lvl 540 colonist house]). Cost should be the limiting factor to how many planets you can have.

Author:  Alley [ Tue Sep 16, 2014 1:54 pm ]
Post subject:  Re: Planet limit adjustment

ABren wrote:
Alley, we can discuss more over on the other threads, but I don't think most of my suggestions would make a major difference. For example, a planet-based port or equip shop only encourages commerce & interaction between players, it doesn't offer a distinct advantage. Unlimited planets isn't much of a change either - with the current (or maybe slightly adjusted) cost model, having more than two or three planets becomes cost-prohibitive if building levels are cumulative between planets. To fully populate three planets, you would have to build the equivalent of level 1500 colonist houses. It's expensive to weaponize one planet, imagine the exponential cost of defending the second or third.

I agree about a change in dynamics if aggro drones are introduced, but I am not that interested in those, it was just a thought to spice up gameplay.


You'd know how planets can be abused owning multiples if you get around to play single player deathmatch. We've done those occassionally and it's more common than not to steal eachothers planets to gain an advantage between 3 days and 2 weeks into the game.

Author:  ABren [ Tue Sep 16, 2014 2:00 pm ]
Post subject:  Re: Planet limit adjustment

Not sure what you mean by that, but that's kinda my point - of you can't afford to defend a planet, you aren't likely to keep it very long. So in that respect it isn't much different than having a hard limit.

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