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  1. When there are multiple Crystals in a sector, it is a real problem that they are immune to each other's webs. If there are multiple Crystals in a team game, this presents a severe disadvantage to any team without a Crystal on it. If two Crystals are on opposing teams, their racial advantage is gone and this is a true game-breaker.

    The biggest manifestation of this problem is the fact that due to the Crystal immunity rule, team games are largely worthless if there is more than one Crystal in the sector. Many serious players who have figured this out…

    139 votes
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  2. At the moment you resign that's that, i suggest some options are made available to the departing player:

    1) This race is still playable - but I can't anymore (open)
    2) This race is unplayable - I surrender it (dead)
    3) I have a replacement player (enter name here)

    Player "name here" gets an email with a link to confirm that he wants to take over, if not clicked by next host (or 24h which ever is longest) then race goes to open.

    Forum Thread: http://planets.nu/discussion/advanced-resigning

    122 votes
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  3. Each user needs a mailbox, just like in an email interface. The mailbox would include:
    (1) an inbox folder for incoming private messages
    (2) a sent items folder saving all messages sent to others
    (3) a draft folder for incomplete messages or messages to be sent at a later time
    (4) diplomacy message folders for each game containing all diplomacy messages, sortable by order received, turn number, or sender
    (5) a means for composing game diplomacy messages while not inside the Echo Cluster.

    Here are some reasons for these suggestions based on my own experience:
    --I have made some friends…

    120 votes
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  4. It's a known problem that things posted on the Activity Feed just disappear after a short time unless they are constantly commented on.

    There is a search function, but I can't even find some posts in which I know what the discussion was about.

    There are categories, but if you select for example 'Addons', you still only get the absolute top slots and everything older disappears.

    Previously, one could simply post in the forum if it was desired to keep the topic around for longer, but recently that results in completely separate posts on the Activity Feed... :/

    So for…

    118 votes
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    1 comment  ·  Admin →
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  5. Big Beefer created a full ladder system with built in achievements for Die Hard games. It is awesome - please see it here:
    http://planets.nu/_library/diehard/diehard.html

    Please implement this system for whole Planets.nu site and add achievement badges to the player profile page.

    This does not have to replace existing system in-place, it could compliment it like it does for existing Die Hard games.

    109 votes
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  6. Ideal fix would be removing the max amount of messages in the in-game threaded diplomacy view.

    If there are technical issues preventing that, suggested fix instead is: don't show the public game-specific message threads in the in-game diplomacy screen (either don't show them at all, or don't show the threads after their length reaches N post)

    Fixing this will solve a real problem for players: it would enable commentary and propaganda related to specific games. Especially high visibility games like championships, but it would help to create more good content and significance for other games too.

    99 votes
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  7. Ignoring single posts isn't enough, for some users tend to post crab again, and again. It would be helpful to have the ability to ignore the user(s), not only single posts.

    88 votes
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    1 comment  ·  Admin →
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  8. VGA Planets has long been complicated significantly, and made extremely unintuitive, by the serial nature of ship combat. The order in which ships fight is difficult to visualize, tedious to arrange, and painful to execute. Various hacks (including the use of friendly codes) have helped, but in the end, have all made it MORE complex, not LESS.

    I believe that implementing fleet combat, in which all ships at a location fight simultaneously, will simplify the game and allow for a more dynamic and interesting tactical and strategic game.

    86 votes
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  9. We need a button that performs a limited hostrun in the echoview style.
    This will move all your ships, and specifically calculate all the minerals and resources on planets as they would be for the following turn.
    There is categorically nothing quite as frustrating as getting all the math for a complex base feed wrong. This would be a major improvement for all players, beginners and experts alike.

    A "limited hostrun" that does all of the math, calculates fuel costs, shows the minefields, etc... it really should not be that hard to implement and would make the game many times…

    83 votes
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    1 comment  ·  Admin →
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  10. Send out a Strategic Update as part of the new turn notice:

    8 combats
    Lost 3 ships
    Killed 2 ships
    Captured 1 ship
    Capture 2 planets
    Lost 1 planet

    Lost 1 planet to ground combat
    Gained 1 planet from ground combat

    3 planets have native or clans very angry or worse happiness
    Alpha One
    Kashyyk
    Cylon

    82 votes
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  11. The proposed addon provides an alternative to the ship limit/pbp system. Design details for this addon are discussed in the following thread:
    http://play.planets.nu/#/activity/1234434

    The basic idea of the system is this: instead of the normal ship limit, a player can have 1 ship slot for each planet he or she controls, with a minimum number of ship slots for each player (e.g. 50). So if the player controls 35 planets, he can have 50 ships. If the player controls 120 planets, he can have 120 ships.

    77 votes
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  12. I fight against two Races hold by the same player (24590: Cor Caroli System)
    This is not accepted any more, specially within a game where people paid to play!
    I request to the Webmaster to take any kind action to delete o reduce this sickly behavior.

    1- IP tracking
    2- IP tracking during subscription
    3- Ally massage exchange checks (different Race ships cannot be at the same location at the same time without an evident messaging between the two or more players)
    4- Ship or Planet huge donation

    Luke

    69 votes
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  13. Initial description and motivating problem, plus extensive discussion in this activity feed link: http://planets.nu/#/activity/1650352

    Emork suggested raising as a feedback issue so it didn't get lost.

    Gist is that as a means to address perceived pre-defined alliances/teams in non-team games, you sign up to a pool, from which games are created by random draw via criteria matching (so you can sign up with game characteristics you are interested in [acceptable races(s), game level/type], but have no direct control over precisely which game you wind up in). Consequently multiple account holders, or defacto teams cannot engineer presence in the same game.

    57 votes
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  14. There should be a voting mechanism for assigning winners if a game ends early. The voted winners would get the regular winning achievement points based on their current planet count. They would get less achievement points by virtue of not having had as many planets/destruction score as they would have if they pressed the game further. So really, if everyone else agrees to end the game with them as winners they're doing everyone a favour by not dragging the game unnecessarily and they're getting less achievement points then having achieved the victory conditions.

    53 votes
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  15. Start some games where only non-premiumplayers can join.
    When premium players encounter non-premium players, it is very tempting to attack them. They often wont make strong allies, and are often much easier to take out.
    But it feels so wrong to just destroy a new player, before he or she get to experience the game. It may well mean they will leave the community, and never become premium members......

    53 votes
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  16. If all remaining players in a game agree to end early, allow them to post their agreement message on the game site stating so. That game could then end early with the winner or winners getting their full bonus for winning the game. Right now the winners lose their bonus which then forces games to drag on for weeks when all concerned know the final outcome.

    49 votes
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  17. I love blitz games, they're very tactical and skilled games.
    However, they have 4 ios storms. Most times, those IS keep out of universe, but sometimes they completly invade universe and ruin the game.
    The less random the better for this games, so please, set blitz games without IS.

    41 votes
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  18. Right now you can either join a fast game (7/week dropping to 3/week after 15 turns), or a slow game (2/week all the way through).

    Much more useful would be a game that runs 7/week for a brief period, then drop to 3/week until the shiplimit is hit, and then 2/week from then on

    41 votes
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  19. I would reccomend the possibility to set (permanent) markers in space, which could have different features:

    • different colours
    • different forms (like small triangles etc.)
    • circles with stageless variable size (!) (= will show ranges very precicse and will stay if you shwitz to another ship)
    • possibility to show the marker to another ace (e.g. meeting point "x")
    • possibility to attach text (permanent or only seen by mouseover)

    This can be usefuel for ally teamwork as well as for sole player turn making - you don't have to rethink often used points in space (e.g. for transportation).

    Formerly (when I played…

    40 votes
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  20. SubRace would take the place of KillRace in some games. In those games, after no replacement signs up for an open position for 3 turns, the A.I. takes over the position. All diplomatic states are returned to neutral.

    35 votes
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    1 comment  ·  Admin →
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