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Showing content with the highest reputation on 02/20/21 in all areas

  1. The following is a combination of old updates that were never put in, changes based on feedback/suggestions. Please feel free to provide feedback and suggestions to alternative options. Try to limit additional content beyond the scope of what is in this thread. Thank you. Trading Treasures Treasures can be directly traded between players. Treasures cannot be traded while either nation has an active offensive or defensive war. A nation with a treasure already in it cannot trade for another treasure. City/Project Timers New City timers are not effected by projects. New Protects have their own timer of 10 days (120 turns) City timer resets are reduced by 1 credit to 3 credits. Project timer resets cost 1 credit. New Projects Research and Development Center Effect: This project provides two project slots (net: one additional project slot) Cost Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 Logistics Center Effect: Opens an additional trade route for Commodities Cost Cash: $5,000,000 Food: 25,000 Uranium: 5,000 Aluminum: 5,000 World Trade Organization Effect: Opens an additional trade route for Commodities Requirements: International Trade Center, Logistics Center, Space Program Cost Cash: $20,000,000 Food: 250,000 Uranium: 15,000 Aluminum: 10,000 Gasoline: 10,000 Spies Casualties Spy vs Spy casualties are reduced by 33% for the defender on a successful op, and attacker for a failed op. Missiles Spy attacks against missiles have a 25% chance to destroy an additional missile. Soldiers 5% increase is casualties from soldiers fighting soldiers. 33% reduction in tanks killed by soldiers. Soldier only attacks/defends kill too many tanks. Tanks Tanks ability to kill planes after gaining ground superiority reduced by 33% 15% increase in casualties to soldiers by tanks 10% increase in casualties to tanks by tanks With soldiers killing less tanks Planes 25% increase in tanks killed by bombing runs. 10% increase in planes killed by dogfights Ships 10% increase in ships killed by ships. New Attack Type: Bombardment When a nation is blockaded naval units can bombard a city instead of performing a naval battle. This attack destroys 33% less infrastructure This attack destroys 2 non-power plant, non-military improvements in that city. If there are only power plant and military improvements, this attack kills no improvements. This attack costs 50% less gas to perform. This attack costs 50% more munitions to perform If a bombardment attack happens while the defending nation has defending ships, the casualties caused by those defending ships is increased 25%. Example: If you attack with 200 ships and they have 50 ships defending and those 50 ships were going to kill 20 attacking ships, in a bombardment attack they instead would kill 25 ships. You must use at least 75% of your max navy when performing this attack max navy is determined by the number ships you could have if all of your cities had max dry docks, not how many dry docks you current have If you have 20 or less improvements in a city this attack will only kill 1 improvement. If you have 5 cities or less, this attack only kills 1 improvement. Nukes Nukes can now kill 4 improvements per nuclear missile. 2 of these improvements are "general" improvements and have a chance to be any improvement. 2 of these improvements are any non-power plant, non-military improvement. In the event there are no available targets, it bumps up the target list. Effectively if someone only has power plants and military structures, the nuke will destroy 4 of any improvement. Missiles Missiles can now kill 2 improvements per missile. Missile Launch Pad allows a nation to build 2 missiles per day. Iron Dome Reduces the amount of improvements killed from a missile by 1. In addition to normal effeccts Chance of blocking a missile reduced from 50% to 30%. Vital Defense System Chance to block a nuclear missile increased from 20% to 25% Reduces the amount of improvements killed from a nuke by 1. The improvement category this blocks from is the non-power plant, non-military category. Quality of Life Alliances can only have 1 treaty between them. Alliances have the ability to create up to 8 alliance positions, 5 more than the default 3. All alliance roles will come with a check list for which powers those positions have. Bank Access Changing Roles Ability to see spy counts Ability to see daily reset timers (time zones) Editing Tax Brackets Accept new members View member caches Alliance Trades offers also show in the global trades. These trades will show in a different color Expand leaderboards Increase the leaderboards from top 10 to top 100. Alternatively, include all nations in the leaderboards (suggested filters, upon talking more with Roberts: active, non-VM players, perhaps also with a filter to exclude the brand new nations that only logged in once/haven't built up anything). Allow for a search by discord handle Send an automated email to players with nations emerging from vacation mode after an extended period of time. Allow for an option to hide trades of embargoed nations/alliances from the market.
    17 points
  2. Horrible idea, we don't need people to hold our hand and restrict player freedom because noobs hit different people. Also I will have less meme content when during the next GW anti-quack hit their own allies. Jokes aside, this is not a qol suggestion, this is a suggestion to bolster the effectiveness of alliances who have mass members and no competency. Undeserved, let them figure out how to turn off friendly fire on their own.
    14 points
  3. I personally feel that the reduction in credit prices to get new projects will help whales more than new nations. I'm going to be neutral on this and see what the others have to say about it. If I'm not wrong, a 60v60 without buffs takes out 18 spies at most. This nerf means we lose only 12 spies in a 60v60. On the other hand, firstly what do you mean by Failed OP. Is it when you fail to kill spies and are caught? Kill spies and are caught? Fail to kill spies and are not caught? Secondly, atm, you lose 9ish spies on a failed op when detected at most. The nerf means we lose 6 spies now. I'm only against the second part of this change over here. Defending against spy attacks is way more difficult when in a blitz. So keep the causalities for failed attacking ops as is. The Missiles thing tho. I've seen a few people pitch out that ID needs to reduce missile damage to 50% rather than block out the missile all together. If you are game for that, I'm game for this. For the longest time, soldiers had been the weakest units in-game. However with the causality updates, that was overturned, making soldiers an extremely good defensive measure. They were nerfed once when tank costs got reduced to half(reducing their damage to half as well) and now we are reducing that by another 33%? This will only ever help the bigger, wealthier side of the game like all the other war-mechanics updates that have been made since NPOLT. Such changes help "Dumb, Herd" play and heavily nerf the "Intelligent, Innovative" play, a feature that has been steadily moving away from the game. Other than this, I'd like to propose something for the "Flying Tanks Update". Let us not fix the % of planes killed to be exactly 40% or 50% or 30%. How about having them as a ratio? 1c v 1c example: With the static 40% planes killed figure, a GA will always wipe out 6 planes per hit. However if we add in a factor of 40% times (Current Planes/Max Planes), this figure will keep decreasing after the first hits. In fact, imo, this should be done to all units so that you lose units proportionally to your army at that moment. Yes, this is a much needed fix to the planes. Thank you. I have massive problems with the Bombardment Option. The guaranteed ability to kill improvements is a big downside to smaller groups in a war. You can basically wipe out their improvements while sitting on them, forcing them to keep rebuying infra to be able to fight back, something they are already unable to do. You are also making this extremely cost-effective way for the aggressors who can kill improvements for pennies. This sounds like the "Flying Planes Update" but on every drug known to mankind. Something you yourself will make "patches" to once you see it in action. I already told you about the ID thing earlier in this huge assessment. Please re-read that. Thank you. As for the VDS, I have a suggestion. Even if the VDS blocks out the nuke, allow for the nation to experience "nuclear fallout". I'll explain it here. Since we assume the nuke is blocked mid-air, all the radiation and such should still affect pollution levels. This can be realized by polluting the city as if an actual nuke were to fall on the city. Other than this, I'd once again like to pitch out that we need to balance out the score system more and if possible, before the next global(in around 2 months). Plus, all these things MUST BE TESTED on the TEST SERVER. PLEASE DO NOT PUSH THEM LIVE WITHOUT TESTING FIRST.
    9 points
  4. "git gud nubs" ~ Sun Tzu, the Art of Raiding
    7 points
  5. Hey, I don't mind people being stupid or sarcastic over it. I am new to using the forum and having an alliance of my own so if the unwritten rule is to post treaties that are "important" no worries. I learned not to post NAPs here. Makes no difference to me. To those who sincerely wished our two alliances well and don't mind I thank you. To those who are truly annoyed I used the forum for its intended purpose to my knowledge, I apologize and I'll be sure to not post NAPs here again.
    6 points
  6. Alex already made some tweaks to the default settings that will no doubt be useful when searching for targets. These are additional settings/changes that will further increase the functionality of that feature, and significantly improve target finding in war. This is pretty straightforward. Officer+ can designate alliances as enemies and remove them from the list. This list of enemies is only visible on the control panel unlike the list of allies, which is public. The main purpose of this is for a new default setting on the "Find Nations in War Range" page, which by default will only display enemy nations (unless there are none.) An addition to this would be in-game raid rules. This would work the same way, with a panel allowing alliances to set raid rules by rank and/or protector rank and if the nation is applicant or member. By default, nations who don't meet those requirements won't show up on the Find Nations in War Range page, although this can be changed in settings. When declaring, there will also be a banner stating that you are attacking a nation outside your alliance raid rules. The enemy list trumps raid rules. tl;dr QoL changes to make life a little easier for new player raiding and wartime attacks.
    5 points
  7. I'm fully in favour of reducing RNG wherever possible.
    5 points
  8. I can't think of a single update ever to ever happen in the history of updates from the development of the ASCII standard to the final spec design of the newest wifi v12 AI brain waves, that would not benefit from testing on a test server first. Don't get me started on the test server itself, but small incremental steps towards a proper & good SOP for new feature introduction would make my doki doki go very heart.
    5 points
  9. 1. If this was to be added, would this be a toggleable option, like "Hide Beige Nations". 2. If you really can't trust one of your members to not raid outside DNR, just kick them or feed them targets on discord. 😛 tldr; This is an moment.
    5 points
  10. Don't get in the way of a retired man telling exaggerated stories. Nokia was the head of milcom for Nova Riata, The Knights Radiant, and Black Knights all at the same time. Back in Nokia's day, people weren't only head of milcom for one alliance, they were head of milcom for several alliances, and never complained.
    5 points
  11. Congrats on your NAP! And Good luck to your new alliance. Just a tip - The forums might be a bit harsh sometimes so don’t let it get to you.
    5 points
  12. Suggestion here to change the 50% chance to block to a 50% reduction in damage (keeping the improvement damage reduction above). Missiles are a great way people getting sat on can fight back and destroy improvements, but ID nerfs them a lot since half of the time they won't work. It's already hard enough being able to buy them without them getting destroyed by spies (which is now getting stronger) if you don't have them stockpiled, so a weaker missile is a good tradeoff for being able to more frequently attrition the enemy. This is especially true with the other changes that allow stronger opponents to do even more damage to improvements now. We're seeing a lot of changes that'll make it easier for the winning side to easily force a victory by sitting on their opponents. This would be a small tweak that gives the losing side some more space to fight back and have little ways to do some more damage.
    4 points
  13. A few people have been asking about our war with Pantheon so I thought it would be best to give you all a update here. Pantheon was approached a few days back about peace and they declined to take part in talks. Given the situation, we intend to call this war a victory and move on. We will not declare any new wars in this conflict and will treat new declarations from Pantheon as raids. We wish Pantheon the best moving forward. Proof of Victory: Special shoutout to Inst for making this possible
    3 points
  14. Did anyone seriously think Nokia would retire instead of attention seeking?
    3 points
  15. 50% is obscenely high and makes ID too OP. 50% infra protection makes it more balanced, given ID prices.
    3 points
  16. I prefer the current method as it introduces some surprise elements to the game. Without a little of the surprise element, the game gets solely mechanical.
    3 points
  17. Agathor; you're a good lad. But your FA is worse than mine 😄 For the future, it's best to only post on important treaties. Good luck either way though hehe.
    3 points
  18. Congratulations on the treaty! As a fellow micro, I can understand being excited about a treaty and wanting to announce it to the world. However, I've learned a few things about the forums by observing them and they aren't often welcoming to micros. Since you've already learned about the 'treaty rule,' allow me to give you a heads up that you probably shouldn't post a DoE either. If you need anything, feel free to reach out.
    3 points
  19. that moment when the guy named toxicpepper is one of the least toxic people on this forum
    3 points
  20. Anyone who signs anything with this guy is automatically my enemy.
    3 points
  21. I have suggested this before, projects that defend against nukes/missiles doing flat reduction percentages instead of chances to block. Typically I hear back that players like the chance aspect of the all or nothing.
    3 points
  22. Uh. 50% less or more rss usage and less infra killed is meaningless if one ship can destroy those two improvements just fine. It'd completely !@#$ over raiders and people fighting uphill since hundreds of improvements could be destroyed at the cost of pennies.
    3 points
  23. Honestly as Nova Former 2ic, don't ever recall you leading milcom.
    3 points
  24. The thing about the UPN peace was that it came on the heels of a gigantic nerf of our fighting ability from Alex, and Arrgh honestly needed a bit of time to figure out what we were going to do. That combined with the fact that the war had been based on incorrect intelligence led me to make peace rather than fight a prolonged conflict. I also had a good relationship with the UPN leadership at the time, a leadership that would ironically be kicked to the curb later on. The terms of the NAP were overly severe and I had counter-offered instead that Arrgh would assist UPN in the next war as a compensation, which was refused. Ironically the next war UPN really needed our help, but instead we joined the other side who offered to remove the terms imposed upon us. The terms of our NAP ironically allowed us to do this, as they had left war as a valid reason, only raids were forbidden. Generally speaking you should abide by your agreements, otherwise people won't respect your word, and as a leader your word is all you really have. Your power and ability to lead and command your followers depends on your integrity, as they depend on you and rely on you.
    3 points
  25. Haiyo everybody, I am Korutsu, or Koru if you prefer. Anywho hhehe, I shouldnt be writing this at such a time... its 2am I jus ate mai meds q.q but enough rambling but they be not working. I am fluffy? and cyoote? and defo not smort- Also nou horny I will bonk that all. ahm... what else dew I write >.<. I like sheep. alot. and hmmm. Why am I in P&W? No idea, its too toxic for the like of me, in most places I presume. ;-; I hear alot of scary folktales of the toxic wastelands outside of the choco castle. QwQ. Oh yea I am trans-female --3-- or well maybe I guess. anyways. amh... I hope nou one will attack me for that. >.> Still nou horny, I'm practically asexual. mmm also I work as gov in CC, I got FA and IA within a week of joining? hehehhehe. I dew werk hard for CC, I dew more for cc than I dew for mai irl homework. uwu . tbh I am nao thinking I'm sharing too much personal info, then again idc what are you going to dew about it? >.> You all keep a safe distance from me unless I concent, 1) COVID 2) uh, Ill shoot you if I hab to. Even so I expect you to be a nicu person ^-^, I hab already made menny (pun intended) good and long term frendoes in P&W. So thanks so far to: Menhera (for everything), Klad (for alot and sharing in his Britishness), Bradley(for taking care of me), Squeegee(a good shoulder and a nice person), Luna (for being a genius russian emo), Wingawoo (for being adorable), Aiya (for being lots of fun), Havgle (for the drama kek), Haris, Clown, Yui, Tarroc (for being a nicu father), Bird (a fellow swamp german), Burger, Florida, Not laws, Anun Tiedra, Verin (even if you are a tad vulgar) and Xaria (we may be enemies now, but I will not forget the service you did for me at the beginning.) And everybody else in CC I love you all ^-^ *hugs them all* *quickly fact checks old intros* *suppresses any more wholesome content in fear of abuse* Anyways, if you want wholesome cuddles and convos and someone to potentially vent to, then you are in the right place. Heheheh, tho mhm, I will add you to my advanced blacklist if you try anything against me or my friends. I've been writing this for the past hour. q.q not sure tew what else write to ill jus post ig~
    2 points
  26. "A devastated world. A barren post war landscape. Two parties head for the same well, and spot each other at the same time. Each tentatively restrains themselves, hoping in agony that this will not end in bloodshed like the last encounter. Trigger discipline is exercised with wavering commitment, as the first party dares to speak, through their locutor, "I am Agathor. I seek only peace and brotherhood." Surprised the second party approaches, cautious that this may be a trap, the second stranger chooses to extend a hand in friendship anyway, realizing that the bloodshed cannot continue indefinitely. As he reaches towards this daring stranger, he replies, "Welcome, brother." From that first moment, a new chain was forged. One that shows the world how trust can be achieved between two strangers seeking the same goal. The two strangers cooperated and shared in the glory of their achievement. It was at that moment the world knew a light had been turned on, and the sunny shores of peace now appeared on the horizon. The Core of the Treaty - The Dominion and Human Over Alliances swear on pain of death to not hit each other with their own hands by signing Non-Aggression Pact. Under Treaty stipulations The Dominion and Human Over both agree to non-interferance in each others current wars (if any), and for three months will promote peaceful relations and trade despite Buck's single-minded determination to punish those who woke him from his slumber.
    2 points
  27. I didn't know @Alex had a heart feature next to my name, I'd assume you'd have to turn it on through some secret settings because I don't seem to see it... odd.
    2 points
  28. I'm in favor of nerfing all loser weapons (nukes/missles/soldier suicides).
    2 points
  29. Love this conversation btw. Past 5 messages are so blursed it amazing. Lmfao. Out of the bedroom I am a switch, but I am exclusively sub in the bedroom. My anger is, shall we say, greatly exaggerated.
    2 points
  30. Petition to get nokia banned from the forums
    2 points
  31. But nukes are supposed to be devastating. Actually I think they are too kind in this game. You have to wait 24 hours and then pay 5-7 million. Also, they can get yeeted by multiple spy attacks. So it isn't so much of an ultimatum.
    2 points
  32. A 50-50 chance means you can pull bad RNG for your entire play time and never get a missile through the dome. On the other hand, someone out there might have excessive luck and never have a single missile miss due to iron-dome
    2 points
  33. People who are bombarding are very well capable of fielding such, because if you're spending MAP's bombarding you've already got it in the bag. Meaning, the ships aren't actually at risk of being sunk. I don't see a problem with it not being perfectly round, since it could just be rounded up or down. Much the same way how PB works (you aren't recruiting 1.1 ships, for example). It'd also be going off the value of 15 ships rather than 3 drydocks. You'd be surprised at the value of having to reslot the improvements time and again (me knowing that because they make for good nuke cash in a pinch). And the response also doesn't address the loss of output in cases where you need to refit cities to something 800 infra spec or something of sorts. Which definitely ought to be factored in when balancing this since it's a long term productivity loss being incurred. Missiles don't cost as much, but they also can be ID blocked, kill less imps given the same MAP's, can be spied to be removed, etc. It's nonetheless a massive increase w.r.t. imp killing compared to the previous value; especially at higher infra values.
    2 points
  34. Oh, c'mon, guys. People are allowed to post the signings of treaties that they're proud of; quit criticizing them for doing exactly what this forum is for, particularly if they're new. Sincerely, congrats on your treaty.
    2 points
  35. The attack can have the restriction that you have to use at least 75% of the max navy your nation can field. If you could have 100 ships in a nation with the number of cities you have, then you must use at east 75 ships in the attack.
    2 points
  36. What would this change mean for Space Program? 3 missiles or 4?
    2 points
  37. idk man didnt Nova Riata disband before Pantheon? Sounds like a Pantheon victory to me.
    2 points
  38. At the moment the option to "Terrorize civilians" is not really on par with the rest of the spying options, and with previous discussions about not having infra to support the improvement slots my suggestion is simple; Instead of having a few infra points shaved off by the "Terrorize civilians" option, make the spies target buildings and not infra. When improvements are not supported by infra, even more improvements would be destroyed, and even more if you have the spy sat, for an example.
    2 points
  39. Why not lol? Technically it is my first treaty with someone that wasn't in a former alliance with me. lol I just thought I'd do it formally.
    1 point
  40. That's....not what I mean. That nurse is just an asshat. My father is known for being a pretty good doctor, albeit a bit unorthodox. He's had malpractice cases before for less and lost everything. He would do anything for his patients but a miscommunication is out of his control, and to the board of directors is no different than euthanasia lol.
    1 point
  41. I think only one word is necessary here: B R U H
    1 point
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