- Forums
- Idea Submission
- Banking & Player Credits
Fri Jun 4 19:55:20 EDT 2010
Wow, quite a response I'll have to repost in the morning to as this reply is going to be pretty weak..
Basically, I feel that we are relying on things that shouldn't be relied upon. For instance, buying points with unbanked Credits - that should not be the way to keep your a**ets safe. That's just, well, bad. Feels wrong. On an unrelated note, it might be cool to have a sort of stock market, with a guild/player/virtual industry selling shares for Credits.
Anyway, back to the point... We can't rely on being quick to bank, when a couple of hits can basically take all of your unbanked money from you.
The fact it isn't a big deal now is due to luck + not having a ma**ive amount of players attacking you. I feel like the problem is more related to the loss being a percentage of your unbanked cash. If you took out 40mil Cr to buy an item and you were attacked a few times, it wouldn't be so bad if you were unlucky and lost a few mil at most. Losing up to 25% (10mil Cr) in a skilled up, 20 turn attack is just crazy.
Do we just need to tone down the unbanked cash's vulnerability by not using a %(or using a smaller one), and giving the bank a bit of a refresh and some skills to make it a bit less impenetrable?
Is that all we need to do?
Invisible War ][
Sat Jun 5 7:06:15 EDT 2010
setting a max amount of money you can steal by 1 attack would be a good idea
even if you have 100mil open, you could only lose that, for example, 500k in one attack
even if you have 100mil open, you could only lose that, for example, 500k in one attack