Tom Bomadial | Gepost: |
Berichten: 423 Berichten: 76 Locatie: United States Geslacht: Man |
Check out 22:24:-49 (SP with 89,642,898 defense). There are more there are likely others in this area, there are for sure many in the rest of the game area.
|
Iiridayn | Gepost: |
Berichten: 1646 Berichten: 98 Locatie: United States Geslacht: Man |
I'd like to correct one misconception - planets in the zone are in fact not being replaced. There are still a fair number of 20x greens there, however.
|
Iiridayn | Gepost: |
Berichten: 1646 Berichten: 98 Locatie: United States Geslacht: Man |
Though, I'd not be very happy about multi-ing, even just to try to get around rules
|
Pray | Gepost: |
Berichten: 2255 Berichten: 147 Locatie: United States Geslacht: Man |
1. I like the idea of 0:0:0 being the only planet within +/- 100:100:100. It gives the "King of the Hill" an actual hill to be king of.
|
Iiridayn | Gepost: |
Berichten: 1646 Berichten: 98 Locatie: United States Geslacht: Man |
I was thinking myself that giving 0:0:0 a production boost might make it more interesting to hold - for obvious reasons it was not a possible topic of discussion while Professor held it (he is treated differently from normal players because people are not comfortable with him being treated as a normal player).
|
Pray | Gepost: |
Berichten: 2255 Berichten: 147 Locatie: United States Geslacht: Man |
I'm in favor of a production boost to increase incentive to take these planets. But the production boost cannot be such that a player takes it and builds a maxed homeworld just to reap the benefits, with the exception of 0:0:0.
|
theKID | Gepost: |
Berichten: 316 Berichten: 16 Locatie: United States Geslacht: Man |
i like prays idea that all planets in bz cannot have buildings on them, and that would make a possible benefit of 0:0:0 a automatic level 5 buildings but no turrets and have the option to turn off buildings you dont want. |