I want to talk about gameplay around the moons. How it has changed over time.
In the past destroying moons was something hard to achieve. It was too expensive because of the large amount of death stars they could lose. Also it was hard to plan, it used to take too much time for DS to arrive to the moon (so the defender could ACS defend) and also it was dangerous because defenders used to have time enough to crash attackers fleet as soon as it return to the attacker's moon.
This doesn’t work in that way anymore. Universes have their economies speed multiplied by 5, 7 or even more so loosing 10 or 40 DS is not that expensive (also the prize you can find behind the moon destruction is huge comparing to the loses the attackers could have destroying that moon). In addition, fleet speed has been set up to x2, x4, or even more, so the defender doesn’t have time enough to defend himself. At this point, you could get up at in the morning and see that there is not moons left in your whole account. I saw players destroying moons as if it were just gambling.
In my opinion, this gameplay should change and become as expensive as it used to be in the past. Therefore, my proposal is to set moon destruction odds and Death Starts destruction odds dependant on the economy speed and fleet speed of each universe as you currently do with wreck fields and fusion reactors.
This suggestion pretend to set the same proportional costs and the same proportional planning problems for destroying moons in every universe and every community.
In the past destroying moons was something hard to achieve. It was too expensive because of the large amount of death stars they could lose. Also it was hard to plan, it used to take too much time for DS to arrive to the moon (so the defender could ACS defend) and also it was dangerous because defenders used to have time enough to crash attackers fleet as soon as it return to the attacker's moon.
This doesn’t work in that way anymore. Universes have their economies speed multiplied by 5, 7 or even more so loosing 10 or 40 DS is not that expensive (also the prize you can find behind the moon destruction is huge comparing to the loses the attackers could have destroying that moon). In addition, fleet speed has been set up to x2, x4, or even more, so the defender doesn’t have time enough to defend himself. At this point, you could get up at in the morning and see that there is not moons left in your whole account. I saw players destroying moons as if it were just gambling.
In my opinion, this gameplay should change and become as expensive as it used to be in the past. Therefore, my proposal is to set moon destruction odds and Death Starts destruction odds dependant on the economy speed and fleet speed of each universe as you currently do with wreck fields and fusion reactors.
This suggestion pretend to set the same proportional costs and the same proportional planning problems for destroying moons in every universe and every community.
Of suggestions implemented by GF like:
Deconstruction Time Needed
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The post was edited 1 time, last by Raszagal88 ().