Invite with starting planets

Don’t mind all the ideas :stuck_out_tongue: I’m knee-deep in the join code and it’s got my gears turning.

Anyway, this is related to Attack-Free Planet Passing but with a slight variation. The process would be:

  1. Specifiy a list of planets
  2. Create an invite link for the family (requires open drafts)
  3. Send to friend
  4. They receive the planets upon joining

The Benefits

  • reduces coordination overhead
  • makes starting less boring for new players invited this way
  • a faster growth alternative for players joining mid-round
    • this would help offset the pain of inactives
  • If the player doesn’t work out and goes inactive, asset redistribution would allow the family to safely reclaim the investment

The Risks

  • Planets are in a temporary vulnerable state
    • attacks against them don’t cost morale
    • they are not blown up when conquered, regardless of attacker size

It would allow a family to jump-start a draftee, but with a reasonably high risk to discourage over-use as it could also backfire to the benefit of your enemies.

A possible downside is, new draftees wouldn’t have to learn how to explore mid-round, but that’s arguably a benefit instead.

Top fams would exploite the hell out of a sytem like this for science builds early, they could do RC builds faster, more rapid . The less coordinated fams would even get further behind.

It would lower the need communication, planing and timing. The whole thing that makes science builds it actually takes some coordination and timing to pull it off. travel time, saving for the build, players online to do it. this update would kill 90% of that aspect :stuck_out_tongue:

imo bad idea :slight_smile:

i definitely see where your coming from , and there are many ups and down sides to adding new features to the game, but the forum and the ways things are going there is lots of room for discussion and throwing ideas around, everyone is getting a voice and a chance to offer their input, and i think pie is more than open to throwing around, changing to original ideas, brought forth by himself aswell as from the community,

what we should think about is different options, to add features but also discuss the good and bad results of which could potentially come from them.

i agree james, and i think changing things and making the moves easier is a good thing, but why not than make it easier to to send to multiple fleets instead, like we have had in the past with the vagina script for mass sending fleets a feature or tool for everyone.

remove travel time, and coordination aspect of this particular part of the game seems strange for an in depth strat game like IC no? :stuck_out_tongue: that is if i am understanding the idea correctly

Thanks for your feedback. @Airwing I understand your hesitance, but I think a few things might assuage some of your concern:

I believe the opposite is true: It inherently benefits small families over larger families.

The reason for this is simple: it’s only as useful as the number of open spots a family has. Often times the top fams are at the top specifically because they are full and with few, if any, inactives. When that is the case, they simply won’t be able to use this feature, especially if they’ve already spent their draft codes.

These 2 things don’t follow; how would the less coordinated families fall behind if the requirement to communicate and plan is lowered? Negating the activity requirement should curb the advantage well-cordinated families have, thus helping less coordinated fams stay competitive.

The idea here is specifically to reduce tedium, which is where active families excel right now. The game atm rewards activity more than it does skill, so this would normalize the benefit of always being online. Same deal here: top fams could take advantage of this yes, but not as much as mid-size and smaller fams.

I think it seems strange because of what we’re used to, not necessarily because of its merit within a strategy game. In a lot of ways we’re used to “communication” representing what is actually “tedium”.

Indeed, but you seem to be arguing against your own point here: if this idea kills 90% of what it requires to make science builds, then science builds become more accessible to everybody. This is a drawback for top fams, not a benefit. They can no longer rise in the ranks on activity and coordination alone.

We can do both. :slight_smile: The discussions here don’t assume anything about other ideas, they’re just opportunities to discuss.

if you look at the last 10 rounds, dosent afew players kinda dominate the top fams and always seems to end high in ranking? that kinda kills uour full fam theory no? I joined the lowest ranking fam afew rounds ago, and we ended up schooling #1 fam with less players and income, sad the attacking bug worked against us, if not we would have raped em down too.

if u and me pie coordinanted science builds and were able to do them instant once we had “the link” and savings to jump for, do you not think we could do it faster than 2 n00bs loging in from time to time playing it semi active? I am sure we could do 10 jumps before they where able to pull off 1, becouse of travel time not slowing us down and coordination.

super easy, the coordinated fam will benefit more from it than the little unorganized fam since it becomes easier over all. if I could pull of 2 science builds in the same time we nowdays do 1. what is more likely to happend, my well coordianted fam doing 2 or the small not organized fam doing 1? that small fam will still build their own empires, but my fam will now be able to build with double speed. And even if that small fam pulled a science build or two, my coordianted fam would have done far more in the same time, only thing limiting growth would be exploration ships and need for more planets would rise. This would prolly lead to even more early farming since eco would grow faster alowing for early fleets and portals.

This has nothing to do with the number of available draftees. How do past round top ranks invalidate an idea we haven’t tried yet?

This wouldn’t be possible; 10 jumps would require a new draftee each time. This idea isn’t repeatable. If you and I are already in the family, we can’t benefit from it as we’re already in.

The idea is specifically to invite new people.

Are you possibly confusing this idea with Attack-Free Planet Passing? Your argument makes more sense there.

I think there’s some disconnect here. It’s not possible to “pull off 2 science builds” with this idea unless you’re specifically missing 2 players, in which case you’re already at a relative disadvantage and likely not a top fam anyway.

You get that this idea is only for families with open draft codes, right? Not trying to be a dick :stuck_out_tongue: Just checking to be sure we’re on the same page.

  1. If you’re already full, you can’t use this.
  2. If you’ve already used your draft codes, you can’t use this.

For top families, 1 of these is usually true. Your hypothetical situation isn’t possible if that is the case.

Are you thinking of Attack-Free Planet Passing?

i have no idea, did my post get moved?

For later joiners to jump into a role etc, its a great idea. i rest my case :stuck_out_tongue: lol Pie for queen.

Nah, no post moved, but the 2 ideas are related so I can understand the mixup.

I think we’re in the clear! Fwiw I agree with some of your concerns about this in the context of the other idea, but we can pick that convo up over there. :+1: