By fed ships, do you mean only the FD/FW/FU or racial/good ships? If only the good ships were protected, the start of the game would make it nearly impossible for any alliance to make money. Some sort of delay would need to be implemented. In this case, it would be better to just restrict players to their own races fed, no matter what their relations with another race are.silverx2 wrote:Step 1: Change how fed works or remove it. right now people can get blanket protection. Change it so that You're only protected if you are federal player, in a federal ship.
silverx2 wrote:Step 2: Lower the penalty for deaths. Right now the biggest reward for killing someone in most cases is the grief factor of knowing you just ruined their day and wiped out days worth of effort, Change the penalty for dying to promote more interaction. increase insurance reimbursement on ships, lower the exp loss.
Dying should hurt. Weakening it any further takes away an aspect of the game, in my opinion. By weakening deaths, it just encourages players to fly around recklessly, which removes some of the strategy to the game. The exp loss has been lowered enough already.
Interesting idea. Not sure how I feel about this yet.silverx2 wrote:Step 3: remove planet galaxies and have planets scattered randomly in one large neutral galaxy
I am against removing mines, especially if you want 1 neutral with all the planets. The function of a minefield is alliance dependent. For an alliance that isn't active, mines act as the bulk of the planet defense, primarily killing opponent turns and protecting traders from enemy hunters. On the other hand, an active alliance might use mines more a a delay tactic until they can get people on to counter-op. I don't think removing mines would help the game. I can only see it helping solo players that want a free pass to explore an alliances territory.silverx2 wrote:step 4: remove mines. Mines are ANTI fun. The only thing mines do is prevent players from interacting with each other, oh you want to actually fight other players? well you better spend 5 days saving turns to clear a single path through thousands of mines, and then another 5 days saving turns to see if they refilled that path, and in the slim chance they didn't you can try and attack a planet, but in all likelyhood you are going to just clear mines again.
The problem isn't exactly access to the planets right now. Instead, it is getting enough people on at once to attack a planet with any decent return for the turns/cash spent. And for people to be more likely to engage in combat, you first need people to play. Look at the FFA rounds. Let's be honest, they haven't been insanely active. Sure, there have been moments of intense activity, but they are few and spread out. Most people would agree with me on that.silverx2 wrote:Step 5: combine all of the steps above to make it so that players are more likely to engage in combat with each other, they wont hide in fed, and planets will be easier to find, easier to attempt to bust, and in the event people die, it wont set them back days.