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Request: Extend removal time for inactive outposts

How long should inactive outposts stay on the map so they can actively be farmed?

A: 2 weeks (current setting)
3
13%
B: 3 weeks
2
9%
C: 1 month
14
61%
D: 2 months
4
17%
 
Total votes : 23
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Prism

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Location: Midgard

Post Thu Dec 17, 2009 2:42 pm

Re: Request: Extend removal time for inactive outposts

That would be a hassle for them, to go in and erase them, I mean why not just decrease the time, and let the system safe time so they can produce more in that case?

As for the overall time period most picked, I would say, this is a choice that shows little resolve, to take the harder route, and gain more. Its a lack of a chance for us to have to fight over who farms a player first, it would decrease the overall, contact with other players, as a response to the lack of need to organize and find people who can provide resources when attacked,.
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Dolphin

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Joined: Thu Dec 10, 2009 8:50 pm

Post Thu Dec 17, 2009 5:13 pm

Re: Request: Extend removal time for inactive outposts

Hmmm, that's a good point. But when I voted c it was with the assumption that inactive player gets a week moratorium before I start attacking them, at least that's how I've been playing. I think low pop outpost should have a protection time of at least a week from the time when they first go inactive. So the effective farming time for other players is more like 3 weeks. As it is, the only way low level player survives is by relying on the good grace of higher level players once they're out of the initial protection status, especially now that population difference effect is halved. Its not a very good way to attract casual gamers.

Well I don't want to turn this into discussion about protection status but that's my rationale behind 4 weeks.
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Praxi

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Posts: 45

Joined: Sat Nov 14, 2009 4:03 am

Post Wed Dec 23, 2009 11:23 pm

Re: Request: Extend removal time for inactive outposts

The only reason I care about inactives, is for food and bc. Give me other sources of those resources and you remove the need for all this.
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OnComing Storm

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Joined: Sat May 15, 2010 10:28 am

Post Sun May 16, 2010 11:19 am

Re: Request: Extend removal time for inactive outposts

I don't even see why they need to be removed at all, just removed the 'player owned' status to something like 'abandoned colony'.
Surely it is better to leave them where they are so they can be farmed/colonised. During a war, these inactive colonies could be strategically important for colonising in enemy strongholds and add an extra dimension to game play.

Eventually a galaxy would become full so the developers would either have to make the initial galaxy much bigger or start a new one - players could be playing on a number of galaxies at the same time if they wanted to.
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dogman6126

Lvl. 6: Half-Lived

Posts: 52

Joined: Sat Mar 20, 2010 12:15 am

Post Mon Jun 07, 2010 4:55 am

Re: Request: Extend removal time for inactive outposts

Aceros wrote:I think if we get an overload of inactives we can still erase some then dont you think?^^

i agree.
i vote for 1 month.
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