Suggestion for Resource Tributes

Hi all,

I've posted on this before to find out about how to tribute larger amounts of resources.  You can find that here: https://forums.sinsofasolarempire.com/339017


Now I'm here though about a suggestion to increase efficiency in transferring credits.  Since I'm now an entrenchment user my credit income has almost tripled.  I'm building in excess of 3 - 7 million credit surplus per game.  Problem is of course getting this to my teammates with the 75% fleet upkeep.  The 250/per click works, but not so well when your making 1200/sec...   I was wondering if there could be a slider bar (or anything that adjusts the intervals), which allows you to customize the interval at which credits are given.  It would be easier to be able to give larger amounts (10,000 - 100,000) when needed and smaller amounts (50-500) when needed.  Right now in a game, to give just 25,000 credits to a teammate with full fleet research (75%) it would take 100,000 credits or...400 clicks on the mouse!  And yes, my teammates frequently ask for such amounts now that mines and starbases have come to fruition.

11,910 views 10 replies
Reply #1 Top

That gives me six ideas.

- First for long term support how about a button and a slider bar. The button toggles "share income" with a specific player. The slider toggles the % per second from 0-100. This way you can transfer part of your income to another player automatically with no constant imput. Since the resources go to him directly, they would fall under his fleet upkeep penalty and not yours.

- Secondly, add a "resource pool" that is shared between allies. If I put 1000 credits into the pool, those 1000 credits can then be spent by my allies as well as me. Adding another slider here would allow players to automatically tithe a certain percentage of thier income into the common pool.

- Thirdly, as for the manual mass transfer of resources I heartily agree that 400 clicks is a pain in the ass. What could be done to solve the problem is go over every give/buy/sell resource button and add a little sub-button in the corner that gives 10 instead of 1. The button would then work like this:

  • Click = 1 unit
  • Shift click = 5 units
  • Click small button = 10 units
  • Shift click small button = 50 units

With this small change that 400 clicks could be reduced to 8. As long as your number stays under 100 the most clicks you would ever need is 10 to dole out 99 units. Most of the time you would need less than 4.

- Fourth of all, it would be dead simple to add a series of buttons that changes the amount transfered per click. All you would need is a row of buttons marked "50-100-250-500-1000-10000".

- Fifth, how about a form of trade alliance that totals up all income made by allied players and shares it out evenly. If I make 100 gold per turn and my ally makes 200, we would both recieve 150 gold per second. The key here is that if they want to players can choose to recieve less than an even share. If I was part of a 5 player alliance and didn't need all of my 20% share of the metal pot, I could opt to recieve 10% of the pot instead. Each remaining ally would recieve 2.5% of my income.

- And lastly. Instead of having to clickspam buttons, why not let us hold the button down?

Sound good?

Reply #2 Top

I agree with Super.  400 clicks is a bit much.

Quoting Tamren, reply 1
Fifth, how about a form of trade alliance that totals up all income made by allied players and shares it out evenly. If make 100 gold per turn and my ally makes 200, we would both recieve 150 gold per second. The key here is that if they want to players can choose to recieve less than an even share. If I was part of a 5 player alliance and didn't need all of my 20% share of the metal pot, I could opt to recieve 10% of the pot instead. Each remaining ally would recieve 2.5% of my income.
End of Tamren's quote

Um, I think Tamren is Prez Obama's Online Personality.... SOCIALISM!!!!!! OMGZ!!!!ELEVENONEONEONE

Reply #3 Top

AMEN TO THAT!!! your like the voice of an angel on the forum! i swear im getting arthritis from being in the eco slot! if ICO impements something to fix this you will be the savior or SOASE econamy stratagy.

sometimes i seriously spend more time clickin off my resourses to other players than actually playing.

*how about a way to allot a certain % of your income to particular allys?

Reply #4 Top

That would be simple enough, you just need a separare slider for each ally, one per type of resource.

In case anyone was confused idea #5 is not meant to be some form of space-communism. Once problem Sins has in major team games is that allies can't share space. I am currently playing the Aerolian Sector map with a full complement of 5vs5. This packs 5 whole empires into a single star system that was not very big to begin with. Each member of that team of five only get 4-3 planets.

When the whole alliance conquers an enemy planet only one guy gets to colonize it. This means that only HE will get the resources from that planet. The rest of the alliance is left with nothing. The only way to deal with this if for the conquering team to rotate off as to who gets what planet. With communal resource sharing you no longer have to colonize planets to help contribute to the war effort. You still need a minimum number of planets to support your research labs, but as long as you get your share of the pot you can continue to contribute, even if someone else gets all the planets.

This way I can enlist the help of allied fleets and go out and capture a star system of 5 planets. Then once I colonize everythign I share that income with my other 4 allies at home. Some of whom only own 3 planets and don't have much of an economy. Because I own all of those planets the economy I can set up between them (refineries etc) is stronger than if each us got one planet.

Reply #5 Top

To add another idea, a new setting for teams in the game setup: "Locked Teams - Income Sharing"

This would basically total up the income of the team and give each player an equal amount of income minus their fleet upkeep(Or the resources a player adds to the team income would take that player's upkeep % into account before being added).

 

Reply #6 Top

How about instead of sliders and shift-clicking, they give us a spot next to the button that allows us to input an amount ?

Reply #7 Top

Sure why not? I might be mistaken but I am pretty sure right clicking on those buttons does nothing. So right clicking on said button could bring up a little box that allows you to type in a very specific amount.

Reply #8 Top

just an idea/question but....why is tribute taxxed? the whole upkeep thing is a portion of your income that is diverted to supplying your fleet. why is tribute taxxed? its as if your income isn't enough?

payroll loans anyone?

Reply #9 Top

It really sucks when a 75% upkeep gets taxed another 75% when you tribute it to another player.

Equal upkeeps shouldn't be suffering additional penalty.

Reply #10 Top

Quoting crashmatusow, reply 8
just an idea/question but....why is tribute taxxed? the whole upkeep thing is a portion of your income that is diverted to supplying your fleet. why is tribute taxxed? its as if your income isn't enough?

payroll loans anyone?
End of crashmatusow's quote

The reasoning behind it is that bigger fleets require more resources to maintain. More crews = more food etc.

And I totally agree on the double upkeep tax.