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Changes for Round 6 of Galaxis Classic
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Topic: Changes for Round 6 of Galaxis Classic (Read 7994 times)
Graphikos
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Changes for Round 6 of Galaxis Classic
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on:
March 31, 2009, 04:52:15 PM »
Not a whole lot of changes this round due to time constraints but I think at least some are game changing:
Fairness Tweaked for Attackers
It will be much harder if not impossible to attack lower ranked players.
New Experience System
Experience is calculated on a more global level. Each profession adds to your player's overall experience and level. This means you aren't forced to pick and stick with a class or be penalized for changing classes. This also gives new life to the ability to be a "Hybrid" player. With the lack of targets created by the new fairness rules being hybrid might be a necessity.
There are still bonuses for sticking with a class more than an another for example an attacker gets extra bonus factors by having more experience devoted to attacking. The data center will show you what percent each class contributed to your overall experience. The class with the most experience contributed is determines your class.
In this example the player would be considered a Level 5 Transporter. Although it labels them as a Transporter they can trade or attack at the same level 5.
Alliance Player Limit Lowered
Lowered the limit of players in an alliance from 18 to 12. This is just because we have less players. The game won't be auto kicking people out of an alliance over the limit because of the change. It will be initially up to the players to kick/move as needed to get the levels to where they need to be.
=D
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Last Edit: March 31, 2009, 06:51:23 PM by Graphikos
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Luthien_Eternal
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Re: Changes for Round 6 of Galaxis Classic
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Reply #1 on:
March 31, 2009, 05:08:06 PM »
good luck all
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Regor
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Re: Changes for Round 6 of Galaxis Classic
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Reply #2 on:
March 31, 2009, 06:03:52 PM »
Quote
Alliance Player Limit Lowered
Lowered the limit of players in an alliance from 18 to 12. This is just because we have less players. The game won't be auto kicking people out of an alliance over the limit because of the change. It will be initially up to the players to kick/move as needed to get the levels to where they need to be.
hmm =(
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Luthien_Eternal
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Re: Changes for Round 6 of Galaxis Classic
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Reply #3 on:
March 31, 2009, 06:37:45 PM »
Quote from: Regor on March 31, 2009, 06:03:52 PM
Quote
Alliance Player Limit Lowered
Lowered the limit of players in an alliance from 18 to 12. This is just because we have less players. The game won't be auto kicking people out of an alliance over the limit because of the change. It will be initially up to the players to kick/move as needed to get the levels to where they need to be.
hmm =(
join me regor
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LogiForce
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Re: Changes for Round 6 of Galaxis Classic
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Reply #4 on:
March 31, 2009, 07:52:37 PM »
Goodluck everyone
Now be a happy hybrid if you feel like it.
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Pirateo
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Re: Changes for Round 6 of Galaxis Classic
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Reply #5 on:
March 31, 2009, 09:30:06 PM »
Quote from: Graphikos on March 31, 2009, 04:52:15 PM
There are still bonuses for sticking with a class more than an another for example an attacker gets extra bonus factors by having more experience devoted to attacking. The data center will show you what percent each class contributed to your overall experience. The class with the most experience contributed is determines your class.
I am confused here.. What advantages might a trader or transporter have for sticking with their profession? I can understand the attacker getting bonuses to their success rate, but transporters and traders only bonus comes from efficiency in trading or transporting. If the hybridness affects cash you earn, and that is the only thing that affects traders/transporters it seems theres no advantage for sticking to one?
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Luthien_Eternal
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Re: Changes for Round 6 of Galaxis Classic
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Reply #6 on:
March 31, 2009, 09:45:04 PM »
Quote from: Pirateo on March 31, 2009, 09:30:06 PM
Quote from: Graphikos on March 31, 2009, 04:52:15 PM
There are still bonuses for sticking with a class more than an another for example an attacker gets extra bonus factors by having more experience devoted to attacking. The data center will show you what percent each class contributed to your overall experience. The class with the most experience contributed is determines your class.
I am confused here.. What advantages might a trader or transporter have for sticking with their profession? I can understand the attacker getting bonuses to their success rate, but transporters and traders only bonus comes from efficiency in trading or transporting. If the hybridness affects cash you earn, and that is the only thing that affects traders/transporters it seems theres no advantage for sticking to one?
oh no, a reason to explore the game in its entirety.. not just play 1/3 of it.... and attackers are rewardsed for attacking a certain amount but somone that tries to play as just an attacker will fail as much as anyone trying to play as any other single profession... after all galaxis is a game of "total domination" in which "you dream one day you can lead your people to galactic conquest. " or so the home page of the game says.
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sinofapathy
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Re: Changes for Round 6 of Galaxis Classic
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Reply #7 on:
April 01, 2009, 12:35:11 AM »
Quote from: Graphikos on March 31, 2009, 04:52:15 PM
Alliance Player Limit Lowered
Lowered the limit of players in an alliance from 18 to 12. This is just because we have less players. The game won't be auto kicking people out of an alliance over the limit because of the change. It will be initially up to the players to kick/move as needed to get the levels to where they need to be.
i though that was a good idea it does get old winning every round. the lowered limit cap for alliance is a good thing.
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GlassSpiderX
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Re: Changes for Round 6 of Galaxis Classic
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Reply #8 on:
April 02, 2009, 08:06:10 PM »
sadly i must post in a non spam land section (and it must be a gripe to). basically outside of hybrid attacking theres no reason to go pure anything else. i went pure transporter and am 4-5 points behind the traders in level, i'm still getting level 1 missions. but the ppl who went trader and got lvl 2, now have boosted missions in Addition to the trade tonnage bonus. this system effectively destroys going with a pure style..
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Luthien_Eternal
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Re: Changes for Round 6 of Galaxis Classic
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Reply #9 on:
April 02, 2009, 08:45:14 PM »
Quote from: GlassSpiderX on April 02, 2009, 08:06:10 PM
sadly i must post in a non spam land section (and it must be a gripe to). basically outside of hybrid attacking theres no reason to go pure anything else. i went pure transporter and am 4-5 points behind the traders in level, i'm still getting level 1 missions. but the ppl who went trader and got lvl 2, now have boosted missions in Addition to the trade tonnage bonus. this system effectively destroys going with a pure style..
thats the point, you have to make decisions on what is best.. not just say, i'm going to play 1/3 of the game, and let the game length decide the winner. and a pure attacker is the wrost off of all
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Pirateo
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Re: Changes for Round 6 of Galaxis Classic
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Reply #10 on:
April 02, 2009, 09:05:42 PM »
Now you can be like everyone else, instead of being able to make a choice to do something different..
I'm sorry but I see this as a big step backwards instead of froward.
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Luthien_Eternal
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Re: Changes for Round 6 of Galaxis Classic
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Reply #11 on:
April 02, 2009, 09:22:39 PM »
before everyone[that was competative] did the exact same thing... now there are choices.... and actually a lot of them on how you pan to change between professions.. you're just pisssed its not a sipmle push the button like you have the last 4 rounds game anymore
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Greebo
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Re: Changes for Round 6 of Galaxis Classic
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Reply #12 on:
April 03, 2009, 01:24:26 AM »
but it is a simple push the button now.... everyone does exactly the same thing.. trade till lvl 8, then transport till lvl 10, then attack. thats the way you get the most profit, if u do anything else you will run behind... so everyone does exactly the same... wheres the fun in that?
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Regor
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Re: Changes for Round 6 of Galaxis Classic
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Reply #13 on:
April 03, 2009, 05:14:21 AM »
Actually I think there are still a lot of choices also. even if you cookie cutteri. You still have major choices of what to hit, what to buy, when to trade, how to spend the money and when to do it. And you have the choice to test the system because I guarantee you Graph didn't tell you everything and as we know there are things we find out all the time that even he the creator didn't anticipate. Lets give it a shot =) I would also like to say there are changes every round I really don't like and ones I do. I was ready to shove the whole thing down a drain tube last round but realized (with help) that I was refuseing to see the thing differently.
Lets give it a shot one thing you can't say IMO is that we are stuck with the same game every round all the time and the 20 top guys are always the same 20 top guys every time. =)
meh my 2.5 cents any hoo
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Vailliant
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Re: Changes for Round 6 of Galaxis Classic
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Reply #14 on:
April 03, 2009, 05:34:51 AM »
that's because this game is all about mathematics, and if you know your mathematics you win
cookie cutter= win
As for me, this game has changed alot for attackers I have noticed, getting hit for 90% of my materials in 1 hit , isn't what im a costumed to :S
Buying armor just to set your fleet out to farm roids is a bit excessive, and even then when you can nick half of it, is it really worth it?
Imo not, The new tactic is turtling in and damaging your opponent with your damage to make him hitting you not worth it.
I remember graphikos saying He wanted to make it accessible no matter how much time you put into it, this was the case with asteroid mining, now you have to constantly move, not to be completely emptied.
Although I can find graphikos logic behind he, he doesn't want to give out free materials later in game, but as it is at start now, its damn hard to get the materials, and then someone attacks you, bam gone...
Anyways
My 50 cent
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