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 Changing the resource limits 
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Joined: Sat May 01, 2010 11:39 am
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They resource limits are linked to the number of planets. That is a good basic concept but as your planetary structures become more advanced, the number of planets really isn't that important anymore.

For example,
Someone with high level planetary structures and 10 mining planets can outproduce someone with 30 mining planets but low planetary structures.

Basically at some point your resource capacity maxes out. Currently mine fills up in 6 hours. That means it is pointless to advance anymore because I lose MILLIONS of credits in minerals and research points while I sleep or am at work.

Their needs to be a change in the game so that everytime you advance your planetary structures, it increases your resource capacity by a fixed percentage. Otherwise, all that is just a waste.

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Last edited by Kaos on Mon Sep 06, 2010 1:12 am, edited 1 time in total.



Mon Sep 06, 2010 12:14 am
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Joined: Fri May 28, 2010 3:38 am
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Maby an extra 100 per each level of research in that tree per level?

Or dan could make a storage tree that adds a buildings that can up your storage. (This one I like as it still adds a bit of balance.) The smallest maby taking up 3 spots stores and extra 100 then it grows by at least 100 per level of upgrade either one or two spaces.


Mon Sep 06, 2010 12:27 am
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hmm interesting. maybe a building that adds to your total capacity. something like 50 or so per building. that way you pay a price for the extra cap space...good one

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Mon Sep 06, 2010 12:31 am
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Joined: Sat May 22, 2010 6:22 pm
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I agree with the first idea. (bonus cap by research level in buildings) This is because those who need it the most are the ones who researched the highest tiers. This way it can't be used as a "wait for 3 days and still not max out" because you are effectively producing that much more. (producing in 12 hours instead) This also rewards the players who have played the most, as they would have researched the most.

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Mon Sep 06, 2010 3:16 am
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The ressources cap are made so that the frequent players don't outpower too much the casual players coming once or twice a day. Design is design :D


Tue Sep 07, 2010 1:32 pm
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If anything, the resource caps favor the frequent players. I can empty my resource reserves frequently, but a casual player will run up against the caps if he doesn't play 3 times a day. I fill up my research in about 8 -9 hours so I have to play 3 times a day to avoid loosing research. Many other people can't do that. I believe that the game would be better off if the caps were higher. In my opinion, 1000 per planet for all three would be a big improvement.


Wed Sep 08, 2010 1:55 am
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Increasing the cap would take away the advantage of being able to log in more than others. It is a social game and one should come on many times a day. If you’re growing too fast and hit your max caps too fast, or soon then you should play more. I loose rp every few days because I miss a log in myself due to the cap. I try to make it on when I can but it is what it is. You shouldn’t give casual players the advantage over someone that likes to be up to date on their recourses.

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Wed Sep 08, 2010 4:08 am
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I loose RP each time I sleep ;)


Wed Sep 08, 2010 8:17 am
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The blueprint structure for increasing your mining and/or research capacity may as well be ridiculously oversized. You would only see them on planets someone doesn't want.

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Wed Sep 08, 2010 12:29 pm
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I could make approximately double the RP if I logged in more frequently except work recently blocked FB, boo hoo hoo. It's just part of the macro strategy of the game, I think RP is a little low being tied PER LEVEL but planets seem fair for minerals and artifacts at this point.

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Wed Sep 08, 2010 3:08 pm
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