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  • May 18, 2012, 05:18:49 AM
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News:

Edipus is up and ready to begin next friday.  Cadmus finishes this coming sunday.

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Author Topic: Exchange  (Read 199 times)

General_Archer

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Re: Exchange
« Reply #30 on: December 30, 2011, 03:48:15 AM »

Banner, you said this...
I’m sorry but, according to the first law of thermodynamics:  Energy can be neither created nor destroyed.  This 10% added each exchange is bollocks and does not resemble real life in any way; you would end up with a credit deficiency and bankruptcy, you couldn’t pay the troops the 10% you keep creating out of thin air!  Balance the exchange, make it realistic, make it fair, or scrap it!
The exchange doesn't work that way unless it's manipulated. Other things have to happen other than 1 fat exchange one way. That's what I was talking about. The exchange system didn't effect the game nearly as much as you think it did. WTF took the lead in the perma way before any of Hooper's resources were used to build ships. Our hyper activity was more responsible for our position than anything. Look at what Parsona's alliance has don't by being active.

Anyway IF the exchange is eliminated maybe the cost of rocks needs to change or a much lower rate of exchange. Mainly because when you start out making your initial rocks you end up being energy heavy right away. I saw someone suggest a limit of like 50 million per exchange in a given amount of time. That would still allow someone to get a head using the exchange early in any round.
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Banner

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Re: Exchange
« Reply #31 on: December 30, 2011, 11:31:54 AM »

The exchange system didn't effect the game nearly as much as you think it did. WTF took the lead in the perma way before any of Hooper's resources were used to build ships. Our hyper activity was more responsible for our position than anything.

I don't dispute this, I'm not using the thread to bash you or your team and I have tried to stress this at the top.  If you win, I look no further than myself for blame. 

Look at what Parsona's alliance has done by being active.

And (no offence), they got nowhere near you guys, no one did.  Every time they grew, you guys could see what they were up to and grew tenfold.   

In isolation, I don’t believe that the exchange is a bad concept; I just don’t think that it works in its present state.  Perhaps this is heading in the right direction?

I didn't mean that the alliance with the most resources gets to control the exchange, I meant that each alliance has its own independent exchange.

If you took this idea of each alliance having its own exchange rate, capped what each player could exchange compared with their income for it, allowed alliances to hide what they were up to so you can be sneaky about it, and, made it so that one person can’t do all the leg work to encourage larger groups to get online at the same time, then this would be heading in the direction of where the game should be?
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Overmind

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Re: Exchange
« Reply #32 on: January 03, 2012, 11:40:57 PM »

Something like that banner. It will help encourage more team work in my mind, though I may be wrong if an alliance member doesn't want someone in their alliance to be able to use the exchange.
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