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EvE Building Superpower Updates

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  • Aprilwine
    replied
    Re: EvE Building Superpower Updates

    I don't mind if inactives get a % reduction in defensive power or have the health boost removed if they have a red dot. But I also don't think this promotes activity. Some have stated the removal of inactive empires but what criteria has to be met before the game zonks that empire from existence? It can't be the attendance of a main account due to how many players run 3-6 mini accounts (don't really know how that can be deciphered). I do have a solution but it would seem too hardcore for casual empires or starter empires to agree with. How about any empire over 6 months old that places gold/bronze for a extended period of time gets the axe? Is this too harsh? I think it is but I also think there needs to be some penalty for inactivity. I also hold the empire leader and officers responsible for maintaining a thriving empire but to tax them for not being able to acquire decent accounts due to the youth of a empire doesn't make sense either.

    My big proposal for a inactive empire would be to archive that empire. Meaning the empire cannot enter EvE wars if inactivity criteria is met. This would alleviate most of what seems to be the major problems talked about and would also give a dead empire the opportunity to rise from the grave and someday have the ability to be competitive again. Deleting a empire seems too harsh but archiving the empire till criteria is met gives me faith that we are not making a big mistake with empires that did spend money at one point in time.

    Leave a comment:


  • Dr death
    replied
    Re: EvE Building Superpower Updates

    Alpha as a member of a group in a Top 5/7 empire, I agree with you on the next round of upgrades. We are down to a Nuke and Lab.

    I agree for every offensive weapon, there should be an equal defensive one. This goes for Lts also.

    If you want to �disburse’ the big accounts around, then hold an EVE style event where we are randomly placed based on level. Keep it short 30 minutes max at a time. That way other players get a chance to team up with some of the bigger players chat with them a bit and maybe learn something about the game.

    The shutting down of inactive empires is a must. This is a social game.

    Another EVE style event would be to have your buildings upgraded or nerfed based on your average level vs your opponent. The Big 3 when facing the rest of us, would have to play with a brand new empire set up (keeping the 80 players of course) while the other team would have every building super activated. Now that the sides are �evened out’ winning comes down to actives, tactics and skills...with a tiny bit of luck there also.

    Another thing, all of the passive powers of a player should be worthless until they join the EVE. That is how you handle players that are not playing anymore. Their Lts still work, just not their class skills.

    Leave a comment:


  • Irish
    replied
    Re: EvE Building Superpower Updates

    Ok heres my 2 cents. Im not in a big empire, we have 20-30 actives in war and i feel like im pretty unbiased as it comes to these big guys arguing. By the way we use research lab.

    It sounds like to me these empires are arguing over empire composition. Sounds like LS is more geared toward offensive players and these other teams might be geared more toward defense. Otherwise the super would effect both teams equally.

    Alpha admitted that these other teams have large players like himself, so it goes to reason that they are being hindered along side him.
    So both teams have big guys being capped out at 2k.

    Now we cant just do a power that negates the HQ power because some people dont like it due to thier empire composition.

    Sounds to me like like its complaining over someone trying to capitalize on a particular aspect of the game.
    The same way people complained about the lieutenant Ace’s power and those that capitalized on it.

    Every empire has the ability to change composition, either by recruiting or changing classes (obviously changing classes is rough due to lieutenants being wrong).

    In my opinion because the power is usable by either team its legit and not unfair.

    Now i could see maybe a buff to the sniper tower that maybe halfs dodge, nano etc. to give a better boost to offensively oriented teams. Maybe even something along the lines that makes it so only so much damage can be dodged, nano, and even capped by hq super. Im not sure what hits look like up there in the big leagues but maybe something like only 5k damage can be dodged, nanoed, or capped. Anything over 5k would still get added.
    This makes larger hits still count but still keeps the efficacy of the hq superpower intact.

    Seems fair right?

    As far as the sleepers/inactives are concerned i think its a good idea. I think if you are inactive in any war you should have a 25% reduction in defensive power with any class skills turned off.If you are also a red dot your health gets reduced by an additional 50%. Or maybe some combination of this.

    Class skills have to be effected because of the high health low power deflecting enforcers. Just a reduction in power doesnt effect them.

    Or maybe something more cumulative like -1% health, defensive power, everyday until you are down to 1500 health and 1k defensive power.

    This would actually hurt my empire because our biggest 3 players only sign in once or twice a month. But it doesnt make sense that people who dont even play can impact a war in such a large way.

    I welcome any input and hope you guys and gals like my ideas.

    Leave a comment:


  • Xcali1985
    replied
    Re: EvE Building Superpower Updates

    Originally posted by Mobile Mob View Post
    Duke I have a suggestion for Armory superpower: Deduct 1 minute from Armory level 1,2 and 3 max 2 min 30 seconds.
    Armory level 1 = 5min - 1min =4min regen time
    Armory level 2 = 4:30min - 1min =3:30min
    Armory level 3 = 4min - 1min =3min
    We have level 2 Armory and have too wait 1 week for Sara too charge superpower.
    It is not overpowering if we have too wait 1 week too activate Armory superpower only for 3 eve wars?
    The 4th eve war everyone is sleeping/inactive.
    It’s part of the encouragement to get players in more active empires without shutting them down or removing inactive. Just like the empire rewards during events now.

    I’ve made the change even though I’m not spending currently.

    Leave a comment:


  • Mobile Mob
    replied
    Re: EvE Building Superpower Updates

    Duke I have a suggestion for Armory superpower: Deduct 1 minute from Armory level 1,2 and 3 max 2 min 30 seconds.
    Armory level 1 = 5min - 1min =4min regen time
    Armory level 2 = 4:30min - 1min =3:30min
    Armory level 3 = 4min - 1min =3min
    We have level 2 Armory and have too wait 1 week for Sara too charge superpower.
    It is not overpowering if we have too wait 1 week too activate Armory superpower only for 3 eve wars?
    The 4th eve war everyone is sleeping/inactive.
    Last edited by Mobile Mob; 03-08-2018, 01:46 PM. Reason: correction

    Leave a comment:


  • fbc765
    replied
    Re: EvE Building Superpower Updates

    Originally posted by dfish View Post
    so our empire tried using nuke super power. We fired it right away to napalm and plague as many people as possible. It worked okay, killed 5 low heath toons by the end of the war. Plague seemed to miss actives and didn't hit as many people overall.

    We lost most of the wars using nuke. Usually we use research lab and would have likely won 2 of wars we lost if we used the lab.

    Suggestions: Up splash percentage to 75% or allow 2 launches if under 50% with a 30 min cool down between, or up the rng for hitting building with most people in it, or create fall out that works like napalm for shields only.
    ty for the results, ive been wanting to give it a shot and try it out

    Leave a comment:


  • DFish
    replied
    Re: EvE Building Superpower Updates

    So our empire tried using nuke super power. We fired it right away to napalm and plague as many people as possible. It worked okay, killed 5 low Heath toons by the end of the war. Plague seemed to miss actives and didn't hit as many people overall.

    We lost most of the wars using nuke. Usually we use research lab and would have likely won 2 of wars we lost if we used the lab.

    Suggestions: up splash percentage to 75% or allow 2 launches if under 50% with a 30 min cool down between, or up the RNG for hitting building with most people in it, or create fall out that works like napalm for shields only.

    Leave a comment:


  • alpha6776
    replied
    Re: EvE Building Superpower Updates

    Only if all the empires had the same composition of levels and classes. If one empire goes really Titan heavy with lots of health it may actually be impossible to kill all players in 2 hours with HQ superpower activated.

    I'm just after parity amongst and between the superpowers. If HQ or ST cancelled HQ then it forces us all to keep changing and makes things more interesting

    Leave a comment:


  • Maverickâ„¢
    replied
    Re: EvE Building Superpower Updates

    If all 3 empires... DT, AF,LS all using the same super power is it not just down to activity and tactics alpha?

    Leave a comment:


  • Eris667
    replied
    Re: EvE Building Superpower Updates

    Thank you for the well articulated comments @Alpha6776

    Interestingly - HQ super is about worthless for us, High Diamond / Low Legend
    Our Super Progression was Bunkers (defense) and Research Lab (offense)
    We did try them all - I think each empire has to figure out what works for their activity level, EvE tier, and accounts

    *I like the idea of matching supers canceling each other (similar to how Research Lab is now), would add a different twist on supers and the strategy of which one to activate
    *I like the idea of inactive meatshields getting a debuff
    *I like the idea of empires being dissolved that do not have "enough" actives (threshold / timing would require a balanced approach)
    *Interesting idea, auto kick accounts from an empire that are 3mo with no activity, auto disband empires with less than 9 members

    Leave a comment:


  • Allwyn
    replied
    Re: EvE Building Superpower Updates

    one thing i had mentioned is make relegations.. the bottom 10 empires in bronze league should be dissolved... over some period of time it will automatically remove inactive players and empires.

    Leave a comment:


  • NutzOfDeez
    replied
    Re: EvE Building Superpower Updates

    I think if an update was made that dissolved empires with extremely low activity for a certain amount of time, as well as reward empires for their end of season boss/EvE ranks, then it would help balance out EvE quite a bit.

    Right now, you have so many CC empires, with 1-5 or so active members.

    Say you implement something that keeps track of each empire during battle, and an empire gets less than 6 actives per war for a month straight. I say automatically dissolve that empire.
    I know people love their easy CCs, but to be completely honest, I think it's a ridiculous way to play the game. Cut that empire, and that will force the level 800 who plays by himself every war to join a competitive empire.

    This whole game drives off of EvE, and right now, there isn't much incentive to want to be in high ranked empires, other than bragging rights.

    Bottom line - cut inactive empires, add incentive for being higher tier and rank, and empires will start having more active wars, with higher chances to one day compete with high ranked empires (maybe not top 5, but you get the point).

    Just my 2 cents.

    Leave a comment:


  • Onur
    replied
    Re: EvE Building Superpower Updates

    Originally posted by UWE_Duke View Post
    Buffing Sniper Tower will be considered as it's not used much by empires.

    I'm aware of what you meant by "big titans". That's more like they choose to stay together. I can imagine how they became problematic for you to handle when they are running HQ super.

    Something will be done to counter the big accounts staying together. We won't force any empire to disband, but it's not healthy for game balance if someone can win just by stacking big accounts in an empire. Inactive players will also be weakened in EvE. It just has to happen.
    I think you can revisit Reinforce skill of the titans. There should be a cap there. HQs have 12k health point and my time bomb hits 40 damage! It is impossible to pass them.

    Leave a comment:


  • NutzOfDeez
    replied
    Re: EvE Building Superpower Updates

    Originally posted by alpha6776 View Post
    Duke,

    Thanks for the response and here are my thoughts to the extent you are interested.

    I am glad to hear that Gaea will consider buffing an existing superpower to counter the huge buff that was given to HQ Superpower. While Markus (who commented above and who is in fact a good UE friend of mine) thinks the HQ buff is tops, one must also consider that Markus is one of AF's top healers and who utilizes a cloned Six to defend...the change I propose does not make his job easier but clearly that creates eve parity.

    It is telling that LS, AF and DT all are using HQ Superpower at this point. It's totally OP and every one of those empires has a functional equivalent of one, two or three of me (including, without limitation - Freak, X, Trixie, Kieran, Freeman, etc. - if you're not on this list it doesn't mean to aren't an awesome sniper or ghost, I'm just rattling off the names that spring to mind).

    If you don't use HQ super as things are configured the aforementioned empires run over healer in minutes in a tidal wave of tag, plague and overkill powershots as the opponent is forced to slog through 20k health Titan after Titan with dampened hits because of HQ Superpower used by the opponent.

    My point is that if an empire decides to predominate the field with healthy titans and then use a superpower that magnifies that advantage, there should be an offset in a countervailing superpower. What I propose is like two empires using RL and it cancelling the power out for each of them. Parity will help prevent game imbalance and latent player apathy.

    As to an eve penalty for inactive meatshields...not sure I like it as we have a few, but I understand the rationale. There will always be an ebb and flow in player activity so I would need to understand the proposed change to comment with any substantive remark.

    With regard to who chooses to play where, I believe that the players have the right to play where they want and with whom. It is true however that the top 3-4 empires all have very high level toons and that tends to make it boring to eve over and over running the same route with the same effect.

    It might make sense to have a game mechanic that maximizes effectivity of all classes within the empire if there is a blend of classes, levels, etc. Once again, I'd like to understand the proposed changes to comment further.

    Finally, we at LS would love to see more empire upgrades as we have been maxed for months and getting dailies done to power our super is a pain as we cannot donate items or money to the empire. Let's unlock 90 players and faster token regen asap..additionally, I can't kill 10 players 50 levels higher than me...but that's an Alpha first world problem.

    I'm sure this post will create a veritable storm of criticism, but hey, I argue for a living so let's get it on ����
    Oh how I would love to have that first world problem.

    Leave a comment:


  • Marc
    replied
    Re: EvE Building Superpower Updates

    I am not in top 4 empire so here are my 2 cents.

    Besides top 4 and a few other empires Hq superpower is useless cause we lack titans. Simple!

    The few times we face the top empires we wont get past front row (most of the times we are glad to make a point) , so whatever superpower they use doesnt make a single diff to me or the rest of UE. We lose anyway. Simple!

    All players should be free to be in whatever empire they want and with whom. The reason the top empires have the high levels is because of their activity. But i really think that in the lower empires activity should be more rewarded. This needs more balance, but that would mean top empires have to except that some balance is needed to keep the lower empires playing. This is a tricky one, and o don't know how to balance this good, but i really think that activity should be more rewarded.

    Leave a comment:

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