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 Tim Drester Multiple Accounts

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PostSubject: Tim Drester Multiple Accounts   Fri Apr 15, 2011 8:22 pm

From: Tim DresterSubject: Multiple Accounts

Many you have asked what we'll do about multiple accounts: here is the answer.
Starting within a week or less, we'll be increasing the combat effectiveness of research (both against station and fleets),
and they will continue to increase in effectiveness as we go forward. Station strength will also be slightly increased to compensate.

So, for those newbs who continue to play with one account, concentrating their efforts in one account, will be more powerful then
those who distribute their time amongst multiple accounts. In other words, those who create a bunch of accounts with little or no research, the
combat effectiveness of each of those units will be much less then those accounts who have built up their empire/infrastructure to support higher research levels.
As you all know, building up research is not just about building up research, it requires upgrades to silos, collecting capacity, hull upgrades, etc to support the higher levels of research.
This makes it much harder to get benefits from multiple accounts, since the offensive combat power of brand new accounts will be lower.

We're letting everyone know in advance, so that you have time to build up your research levels, or make adjustments to your defense strategies.
For newbs worried about being at a disadvantage, see the next message on protection.

PS: movement upgrades are also coming.

thanks for playing,
TD
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PostSubject: Tim Drester Upcoming Protection Policy   Fri Apr 15, 2011 8:24 pm

From: Tim Drester Subject: Upcoming Protection Policy

Fixed earlier: Any station on an Omega, Theta or WD is now attackable, whether or not it has protection. Originally, those protected were not supposed to be on there anyway, if there was already a station there.

Here is one of the changes that is coming up:
People will be able to get and renew their protection, for as long as they like, with the following conditions:
1) Stations and ships on (TOW) Thetas, Omegas, WDs and stations that go close (700pixels) to another person's station can always be attacked with the normal attack rules.
2) Stations and fleets NOT near TOWs can still be attacked even while under protection, but if you are under protection, your station will be restored to max hit points and relocated to another spot. If your station is defeated, it gets sent to a resource equivalent SO (moon stations get sent to moon stations, etc) that is nearby to your main area. The main area is the center point of all your station. If the attacker succeeds, he/she still gets the reward, but the looser doesn't loose anything, their station just gets displaced to the new SO.

This way, both parties win, the attacker gets the territory and resource raid they want, and the defender gets to continue unimpeded, with no disruption to their resource production, or resource amounts.

3) While on the protection, you can't attack anyone else.
4) While on the protection you can't place your fleets or stations on TOWs, or near other people's stations.
5) Protection can only be done if you have not attacked anyone in the last 9 days.


Note: The best defense, is being part of an alliance, or a network of alliances.

The purpose of the protection feature, is to protect those who are defenseless, and to protect those who want to rebuild without
engaging in offensive maneuvers.

The nature of the game stays the same, only the few who need to recover badly will probably use this.
I will send out a message, when these new rules take effect.

thanks for playing,
TD
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PostSubject: Game Update   Thu Apr 21, 2011 9:25 am

From: Tim DresterSubject: Game Update
Introducing the all new movement system, where you can see all your stations, and fleets, even the moving ones
Ship and station locations will update every time you drag the screen.

All your flights have been upgraded to 1st Class! As a ONE time thing, They should be instantly finished, right now, since we're now switching to the new system.

- Also, a couple bugs have been fixed with regards to double attacks. Also fixed - the fleet jump back bug - this one should be history.
- Fixed - Report Bug - sometimes reports didn't show up, should be fine now.
- travel times have been reduced, for shorter distances
- Lack of Energy will no longer reduce fleet performance, since # of ships decreases slowly when energy is 0.
* of course, energy is still highly relevant to keep your ship count from diminishing.
- Now we show both attackers tech and defenders tech on the attack report
- a little more emphasis on technologies.
- And there's 3 new images for the Ships in the build ships area. (thanks to our new artists)
- I've prevented people from sending to many messages, using the message all. You can only send 1 message to "All non-members" per week - to prevent spam.
- Fixed "alliance name" for station tooltip (it will only show the alliance you belong to, if you have been accepted.)

thanks for playing,
TD
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PostSubject: Tim Drester Subject: Upcoming Feature   Tue Apr 26, 2011 4:49 am

From: Tim DresterSubject: Upcoming Feature
Soon we will have minimum base resource production. This feature is designed to help you recover from a major war. If all your stations get knocked off, you'll still be able to farm some resources.

This feature is for everyone, whether you have protection on or not. It basically will guarantee that you will always collect at least 50% of your normal base production.

For example: Person A has 12 resource stations, that normally collect a total of 2400 resources per hour. All stations get knocked out. Person A will still be able to collect 1200 per hour, even if his stations are off the moon, sun or planet.

thanks for playing,
TD
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PostSubject: Tim Drester Update   Wed Apr 27, 2011 6:54 am

From: Tim DresterSubject: Update
- FIXED attack reports disrupting communications (send message)
- INCREASED - height of reports, to better show the long text
- ADDED - minimum base resource production,
- ADDED - resource trading hint.
- ADDED - if station is moving, then show "moving.." where theta class is supposed to be, so people understand why "tehta" is not showing.
- ADDED - warning to dismantle - # of upgrades reduce when dismantling.
- MOVEMENT - movement now updates once per minute for everything that is moving on your screen, now including your enemies and allies.
- FIXED - hit point regeneration bug.
- FYI - People, please don't get rid of your trading stations - if you get rid of them, you might not be able to get the best trade ratio.

thanks for playing,
td
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PostSubject: Universe Boundries   Wed Apr 27, 2011 2:01 pm

From: Tim DresterSubject: Universe Boundries
I just wanted to let you know, you can not move beyond -100 or 1000, in either direction top, down, left, right. This is not a bug.

Earlier it was set to -40, I've increased it to -100, since some people had stations on deep assignment.

If you have stations or ships beyond these boundries you can still move them to within the boundries, but no more ships or stations will move out of the boundries. As the universe continues to grow, the boundries will increase as well.

thanks for playing,
td
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PostSubject: Upcoming Feature   Wed Apr 27, 2011 2:02 pm

From: Tim Drester Subject: Upcoming Feature
Soon we will have minimum base resource production. This feature is designed to help you recover from a major war. If all your stations get knocked off, you'll still be able to farm some resources.

This feature is for everyone, whether you have protection on or not. It basically will guarantee that you will always collect at least 50% of your normal base production.

For example: Person A has 12 resource stations, that normally collect a total of 2400 resources per hour. All stations get knocked out. Person A will still be able to collect 1200 per hour, even if his stations are off the moon, sun or planet.

thanks for playing,
TD


From: Tim Drester Subject: Clarification
Just to clarify, the location from which the station was knocked off of, will NOT suffer any reduced efficiencies.

The minimum base production ONLY affects the defender, who had most of their stations knocked off.

thanks,
TD
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PostSubject: New Tech and Level 11   Sun May 08, 2011 7:58 am

From: Tim Drester Subject: Game update
FIXED - don't allow alliances of the same name
ADDED - level 11 Technologies. 11 is the new Maximum.
1 NEW Tech - Reinforced Steel
UPDATED - movement - should show opponents movement a little better - it will update their movements on your screen more frequently
INCREASED - better performance, faster loading.

thanks for playing,
TD
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