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There are different options to consider. Which one you pick depends on your requirements and preference. Hardcoded values You just put all the values right into your sourcecode. This is the easiest solution for the programmer because no code is needed to read these values from a file or database. Unfortunately it is a real maintainance nightmare, because ...


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There are multiple ways to deal with this: 1 reseting the game, if you have a browser strategy game then the players that have been playing sinds the start will always have a resource advantage, resetting the game every few months will allow new players to join in. 2 If you have some sort of travel time rules you can place players that have a similar join ...


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Puzzle Pirates does this in a very direct, but effective way. In Puzzle Pirate, ships are ranked based on the rank of individual pirates manning the ship, and ships full of players weaker than you would appear with a blue might rings, while ships stronger than you would appear with red might rings. If you attack too many blue ringed ships, then you'll be ...


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Let's look at two examples of games that IMO do quite well to deter this behavior: Clash of Clans: In Clash of Clans, new players are given a small amount of starting gold and elixir and a 3-day shield. This shield prevents other players from attacking the new player, but is removed if the new player attacks other players. This gives the new player 3 days ...


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Reduce progression in your game mechanics. Avoid making players stronger in a game-mechanical sense based on how far they progressed in the game. That way an experienced player has no unfair advantage over an inexperienced player except for their game knowledge, which a new player can also acquire when they do their research. Herd your players. When a ...


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Different browser games I've played used different strategies for this. All came down to resetting all players on a set time. One game dropped all new players in a new world with 400 at the same time, let them all compete against each-other until only one or a handful of alliances where remaining. A single round took about 1 month, and after that everybody ...


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The main problem you want to solve is strong, powerful players pick on weak, new players after their protection ends. There are quite a few social solutions to this: Punish players for attacking those weaker than them: The spoils of defeating another player should be decreasingly lower the more weak your opponent is (and they can be multiplied the ...


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The only similar system I know is OGame. In OGame, players are protected from other players until the have a certain amount of points (I think it is 50.000). It makes more sense to protect players based on their score instead of time, as score gives you a better aproximation on how powerful players are. The theory is that with that many points, players are ...



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