Base regen
Posted: Thu Aug 04, 2011 2:20 pm
I haven't played in a while and coming back noticed that base regen is very low, (100 per sector) and that scrap is non-existant (the one time i went to nsa it was on 100 and only generated another hundred in a turn). I'm sure some thought went into making it this way (perhaps to avoid 200k+ bases of yesteryear) but i feel that this added to perhaps not the most enjoyable state of affairs which this suggestion might help to change (Hoping to address the same issue as in my other topic, but from completely different angle). Please read to the end, or start from the last suggestion 
I suggest making scrap an important part of the game.
Firstly make NSA generate significant amount of scrap, perhaps something like 500 (with a bit of random element) a turn for turns 50 to 500. With the following suggestions, it would make control of NSA highly desirable and perhaps we'd see battles to defend it, defend the route to it, ambush etc.(Might need to reduce scrap limit ship can carry)
Secondly, make base regen significantly faster, and perhaps tied to the current hp of the base. Something like 200 per sector + 0.4% of current hp. This would would quickly heal up the base if attackers leave discouraging tactics of flying around slowly nibbling at the bases and then have all three opponent bases at 50% when they go for the final assault (Actually next suggestion encourages exactly that tactic, but I hope it does so in a way which could be enjoyable). Also as regen is tied to current hp there's that extra reward to rep the planet.
By now you should laugh, and think that this makes base destruction impossible. So finally, have bases take permanent structural damage if they are significantly damaged. If the base is in yellow (<2/3 total hp) for 8 turns (or 6, or 4) it's max HP becomes 2/3 of the total hp. For attackers this gives some sort of checkpointing making taking the risk and staying that bit longer in enemy hw worthwile.
It's probably been suggested before, so give me courtesy and explain the reasons why it was decided to be a bad idea in the past, but i think with some tweaking it could be fairly major, but exciting change.
I'll post some example situations I hope this could create a bit later (need to make some calculations)

I suggest making scrap an important part of the game.
Firstly make NSA generate significant amount of scrap, perhaps something like 500 (with a bit of random element) a turn for turns 50 to 500. With the following suggestions, it would make control of NSA highly desirable and perhaps we'd see battles to defend it, defend the route to it, ambush etc.(Might need to reduce scrap limit ship can carry)
Secondly, make base regen significantly faster, and perhaps tied to the current hp of the base. Something like 200 per sector + 0.4% of current hp. This would would quickly heal up the base if attackers leave discouraging tactics of flying around slowly nibbling at the bases and then have all three opponent bases at 50% when they go for the final assault (Actually next suggestion encourages exactly that tactic, but I hope it does so in a way which could be enjoyable). Also as regen is tied to current hp there's that extra reward to rep the planet.
By now you should laugh, and think that this makes base destruction impossible. So finally, have bases take permanent structural damage if they are significantly damaged. If the base is in yellow (<2/3 total hp) for 8 turns (or 6, or 4) it's max HP becomes 2/3 of the total hp. For attackers this gives some sort of checkpointing making taking the risk and staying that bit longer in enemy hw worthwile.
It's probably been suggested before, so give me courtesy and explain the reasons why it was decided to be a bad idea in the past, but i think with some tweaking it could be fairly major, but exciting change.
I'll post some example situations I hope this could create a bit later (need to make some calculations)