jcwiggens wrote:
I didnt say there shouldnt be CC players, if there were none there would be no more game. There are plenty of GP options now, however i would bet over 80% goes to energy refills. You have just ignored the point and just want to be buy EVERYTHING. You can buy deck, rank points and energy only research cant be purchased practically. My current research is cheap at 400000 and impractical to buy. If however you ranks up first to a high rank and then purchase research you can buy millions of points of research fairly cheaply. Can you tell me why Dan shouldn't sell pre assembled ships if you want him to sell research so cheap as well, I dont see much of a difference from what your proposing.
Lets examine the GP options.
1. Full recharge energy (10 GP). This can be done by energy cubes, tri-matrix emblems, or leveling up.
2. Fully Repair Hull (3 GP). This is a joke. You can repair hull every 5 minutes, and you can easily afford the repair. Want to repair in a hurry? Use time manipulators. Or use Repair drones.
3. Fully Recharge Shields (3 GP). Use Shield Restorers, a relatively common artifact drop from AP's or wait about one hour for full refill.
4. 1000 research (15 GP). The subject of this thread and discussion.
5. Random artifact (10 GP). Pretty horrible. What are the chances of scoring a Quasi Expander? You could very well score a pathetic Spy Probe artifact for your random prize.
6. Spin Galaxy Wheel (10 GP). Another "gamble". Might be worth it if you need like 100 billion credits in a hurry but that's only if you already have a high credit already stockpiled. This is generally more useful for high levels who are trying to upgrade to +10 or +12 planetary structures on 50+ planets.
7. Change Race and Procession (20 GP). Useful if you don't have the Glaviz Device or New Year's special item that does the same thing.
8. Artifact market (variable GP). There are only a few decent artifacts here worth buying.
FATHER = 40 GP.
Quasi Expander = 50 GP.
Radiant Surge Cannon = 48 GP.
Planet Flux = 40 GP.
Terraformer = 36 GP.
Less useful items:
Various storage buildings = 16 GP. Storage boosts useful for low levels, useless for high levels. Its all proportional.
Planet Renamer = 16 GP. Useful for those who are into that kind of thing.
Weather Controller = 24 GP. 2 research for 2 space? Can get 2 Spy Uplinks for same benefit, or get a +2 research for 1 space building from NPC's. Population bonus is okay, but not too stellar.
All the other artifacts in there can be gotten for free rather easily in artifact shipments.
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With these GP options laid out, the ones that are likely to be used are the artifact shop, the energy refill, and the galaxy wheel (for those needing gazillions of credits). Changing your race / profession option is nice too. The repair / shield recharge is USELESS, and the random artifact is too risky considering the sheer amount of "can get free via AP" artifacts on the artifact shop compared to "only can find at artifact market" ones.
Now, my recommendations:
Repair Hull (3 GP) = change to: Add 30 Hull (15 GP).
Recharge Shields (3 GP) = change to: Add 15 shields (15 GP).
Random Artifacts (10 GP) = change to: Random Non-AP Artifacts (30 GP). Might get Quasi for cheap but you may get a Storage building for almost 2x its GP price.
Artifact Market = Cut all the common AP items GP cost by 50%, while keeping the rare / non-AP items at original price.
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This should give players more incentive to buy GP's, and have more good options to select to spend their GP's on.
As for the research / GP situation. A level 400 player has a cap of 60,000 RP's. The high end tech's like Supernova Generators or Dimensional Masking or the like cost over 600,000 RP's PER increment, and easily over 2 million to complete the tier. Okay, lets say the level 400 uses GP's to buy research using my idea.
600,000 RP's = buy the research GP 10 times for total of 150 GP. Then multiply that by 3 or 4, depending on how many increments (some tiers are 3 increments, and others are 4) or different research amounts (some are 500,000 per increment and others 800,000). We're looking at 450 - 600 GP's to complete ONE high level research tier. That's equalivent to buying your mission Dyson via 10 Quasi Expanders at 50 GP's each.
Now multiply that for all 8 tech fields. Thats 3,000+ GP's! Even more if you want to do 2 or 3 tiers per field.
Now lets revert to the original 1,000 research per 15 GP. The same player would need to get 60x as much GP's to do the same thing. Who can afford to pay 180,000 GP's to catch up in 8 high level research fields using the old system? 180,000 GP's equals approximately $18,000 in real world money. Who wants to pay THAT much for a Facebook game?
But wait! This is assuming the player is level 400. Most GL players are level 50 - 200 these days. Level 200's get 30,000 research capacity, so 30,000 research with 15 GP's as per my idea. They'd need TWICE as many GP's as a level 400 to catch up in the same tech's. The beauty of my idea is that it's DYNAMIC, it depends on the player's level and the average tech's for these players.
Not game breaking in the slightest.