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Showing content with the highest reputation on 07/13/23 in all areas

  1. We survived for five years. None of you thought we’d make it this far and neither did we. It would be funny if we survived another year.
    14 points
  2. I'll look at the other ones in a bit but what kinda genius came up with this one? why should I be discouraged from declaring wars just because I am already slotted and might get beiged in one of the wars? you create a mechanic, we play by it, it occasionally puts some people in tough situations and now you are going out of your way to rewrite the rules back in their favour.
    9 points
  3. Because no one else wants to say it: I think Camelot says no one else expects them to make it more than anyone actually says they don't expect Camelot to make it πŸ™ƒ
    7 points
  4. Any form of having guaranteed damage-free beige from the defensive war expiry along with beige not ticking down till all wars expire just means any counter blitz its not possible unless not a single war is declared from the "losing" side at the initial blitz, if anything it completely has the opposite effect of the intent. You can simply declare a war right before or just before the time out of the additional changes and extend your beige passed whatever those counter blitzing would be able to have. These changes are not taking into account what was learned during the test server tournament. From Idea 1, I have suggested and support the extension of the beige cap to allow for proper time to build military and prevent the easier beige cycling which would have come from staggering the wars. But that relies on beige not ticking down until wars are finished etc, this only provides an escape for the winning side from any counter blitz and would just result in even harsher losses on the losing side if they do try to militarise in beige. From Idea 2, Once again beige not ticking down has the problems mentioned above, as well as the guaranteed beige from expiry. Having the first war loss mean 7 days of beige also allows for the "winning" side to stagger very easily which is absolutely pointless if the intended use is getting rid of beige cycling. Additional changes: Beige baiting makes fighting losing wars easier, removing it is just going to make things harder and is easily avoidable + abusable by the winning side. My propositions: To remove the "winning" side from being able to abuse the mechanics to dodge counter blitzes, instead of the defender getting guaranteed beige from expiry, make the nation with the lowest resistance get the beige. It still allows for the "winning" side to get beige in some cases but in the majority provided care is taken by the "losing" side will result in the "losing" side getting beige and being able to restock.
    6 points
  5. Is this what it feels like to have a stroke
    5 points
  6. First war lost period, and it doesn't tick down until both offensives and defensives are finished unlike the current system. They would be able to slot you again, but then once that 6 turn timeout is up you'd be in beige with 7 days of beige that wouldn't tick down until those defensives are all off of you. Yeah, just like present. Yeah that's a good thought That still allows beige staggering and just sitting with your offensives, or very simply just never beiging your opponent and instead doing expire cycling instead of beige cycling. Declaring wars with the intent to not fight and get beige is against the rules and has been basically forever. Moderation has been getting more and more cases about it and wants something to prevent the mechanics from encouraging rule breaking behavior, which is where that came out of.
    4 points
  7. Haven't you just spent a long while in a small alliance which did pretty much nothing for its entire existence despite having a bunch of well known players?
    4 points
  8. Howdy there! So listen up, 'cause we got some big news for ya: IOSEF STALIN ALLIANCE GOT ITSELF A DIPLOMATIC ALLY WITH THE ADMIN TEAM!! Can you believe dat shi? But lemme tell yah, we didn't just go around makin' friends wit da admins causwe thought they was kewl - no sirreee. We did our research first and found out them admin peeps be pretty friggen smart n' organized, so we figgered hey why not give em a shot as our buddies? Plus, let's face it, who doesn't want a powerful friend like dem guys on your side eh? Anyways, it was a bit tricky convincindemto join forces since thay don'treALLWAYS wanta trust strangers (can you blame em?) but after showinm dem whata good buddy WE couldbe... well let'ssay it worked out okay innthend? Nowadays we even hava lil group chattin session goin once in aw while where we swapstoriesn'shiz and just hangout LIKE REGULAR PPL YA FEEL ME???
    3 points
  9. Hey folks, I’m back today after we heard some feedback about you guys about the upcoming beige changes, below I’ve listed a few ideas and things and provided a poll above to vote for your favorite. Please be sure to vote and post your thoughts below! Goal The goal of these changes is three-fold: Remove beige cycling Remove beige baiting Provide losers an opportunity to rebuild in beige and form some level of counter blitz, thereby ensuring wars are not won in the first round and are more competitive Current Changes The current changes are below: Every player defeated in a defensive war results in 2.5 days (30 turns) of beige. Every player defeated in an offensive war results in 0.5 days (6 turns) of beige. All wars that end from expiration result in beige for the defending party. Beige accruals are capped at 5 days (60 turns). Beige accruals do not begin reducing down until all defensive wars end. Expired wars do not damage infrastructure or give loot like normal beige does. Proposed Replacements/Modifications Idea 1 For the first idea, the current system remains the same with two small changes. The beige cap is increased to 7.5 days (allowing time to rebuild and a buffer to ensure an alliance can effectively counter-blitz together). Beige does not tick down until all wars are finished. Idea 2 For the second idea, the current system is scrapped and replaced with four changes. The first war lost gives 7 days of beige, subsequent wars give no beige. Beige does not tick down until all wars are finished. Defensives resulting in expiry will result in 7 days of beige for the defender. Additional Changes Per moderations request, we will also be adding a anti-beige baiting mechanism alongside other changes. If you are beiged within x turns of declaring an offensive war, that beige does not apply until x (vote above) turns have passed since your last offensive war declaration. Let us know what you guys think about each idea above, have a great day everyone!
    2 points
  10. How much "Beige baiting "? and "slot filling"? is actually happening during war ? This seems like we are addressing a minor problem with big changes. I can not recall ever seeing a case of either one. I have had a few wars and have been here a minute. Are we talking 5% of all wars or 25%? This matters. It seems like you are trying to fix a minor problem with a hammer.
    2 points
  11. Hope no one blitz your ass after this post because appreantly other alliance love to blitz alliance that had their birthday as suprise gift
    2 points
  12. This post is a valid CB... I'll be seeing you on the battlefield
    2 points
  13. Not sure if I'd be proud of surviving just by not being relevant But hey
    2 points
  14. Alex and Orcanshul have made huge FA moves here. The entire game will be watching the new power dynamic...
    2 points
  15. Just make it so that beige doesn't reduce till all wars have defensive wars have expired. No need to make any other changes other than this really.
    1 point
  16. For idea two, would you mind clarifying? The first war lost - both offensive and defensive? Or solely the first defensive war lost, and losing offensive wars gives no beige? Does beige not ticking down until all wars are finished includes offensives, unlike the proposed/tested system? Also, this additional change: If you are beiged within 12 turns of declaring an offensive war, that beige does not apply until x (vote above) turns have passed since your last offensive war declaration. This implies that if I’m currently slotted with three defensives and declare an offensive (maybe I can suicide ground or something to help an ally and haven’t been completely wiped), and then two turns later my three defensives all beige me; since your minimum option for x is 6 turns, doesn’t that leave four turns for my opponents to slot me again (since it won’t apply for those four turns) and then hold through beige? If so, how is that going to apply to the beige timer depending on which idea gets added? Will the timers stop ticking, or keep ticking because the original defensives expired?
    1 point
  17. Congrats on surviving through hardship, hopefully the next five can be a bit kinder to Camelot.
    1 point
  18. Congrats! Here's to five more! 🍹
    1 point
  19. best treaty since πš„πš—πš’πšπšŽπš π™½πšŠπšπš’πš˜πš—πšœ 🀝 πšƒπš‘πšŽ πš„πš—πš’πšπšŽπš π™½πšŠπšπš’πš˜πš—πšœ
    1 point
  20. The Coal Mines and Camelot and, their respective protectorates agree to white peace. New Polar Order surrenders to Camelot. New Polar Order accepts responsibility for the war. New Polar Order attacked Camelot's protectorate to provide The Fighting Pacifists an excuse not to honor their treaty. New Polar Order acknowledges their participation in the great war of 2019 led to players quitting the game. New Polar Order agrees Camelot has been mistreated and unjustly allocated a disproportionate amount of responsibility for the great war of 2019. New Polar Order denounces their former diplomats Bohemond Hauteville and WSxPhoenix. All parties agree to a 3-month Non-Aggression-Pact. Starting as of June 4th Midnight UTC (London Time) also referred to as Game time. All parties agree to avoid hitting allies of each party without just cause and clear communication to circumvent the NAP and/or treaty chain the other. TCM, Cam, and NpO, (to include all extensions, Prots, etc.) agree to let all wars either expire or end at member discretion. No new declarations are to be declared, past the following day change. Starting as of June 4th Midnight UTC (London Time) also referred to as Game time. If new declarations take place each party agrees to seek out the other for an easy solution. Ex. peacing the wars because noobs go brrr. Signatories for Camelot King, Epimetheus Prince, Doge Signatories for The Coal Mines Coal Empress, Emilia Coal Prince, Teaboi Arch Dutchess, Evernt Coal Duke, Nokia Rokia Coal Lord, Laporte Signatories for New Polar Order /s/ EaTeMuP, Emperor JadenStar10, Imperial Regent Dendarii, Imperial Liaison upwardthinking, Polar Councillor
    1 point
  21. Be the change you want to see in the world. Coup your current alliances leaders and try something radical. Gotta put your money where your WoT is.
    1 point
  22. You can always tell when an alliance wins its first war by itself, because it thinks pulling shit like this is doable. Aurora did the same thing a few months ago. You would think an alliance as old as HS would know better than this, but I guess not.
    1 point
  23. Ahhh alliances who don't play the Roberts preapproved way must all disband rather then exercise their freedom to enjoy the game the way they want. I better go disband UPN. Oh wait no the other thing.
    1 point
  24. I think Polaris and World Task Force are two pretty good examples of alliances that are old and have a legacy behind them, yet they've always been pretty bad and have pretty consistently remained that way to this day. I also think they lack the mechanisms to improve, but because of their community, they're not going to disband and will just stay stuck as NPC alliances forever basically.
    1 point
  25. Don't worry Kan, we all know your bloc isn't small, it's averaged sized with a great personality!!!
    1 point
  26. Sphere size is a political issue. Was mostly just trying to mock you since your running theme seems to be that every problem is a nail that can be solved with the appropriate application of military force. Granted you are milcom, so that checks out. I'd point out that building an even bigger sphere to take down a sphere you think is too big is how we got here, but that's blasphemous thinking.
    1 point
  27. New Pacific Order benefitted greatly from being an actual community. The unity of their members transcended Politics and War. If the P&W servers went offline right before NPOLT started (or even today), the New Pacific Order community would still exist. The same really can't be said for almost all P&W alliances. Because of this unity, NPO members were scarily loyal. They did exactly what they were told to do when they were told to do it. It also allowed their decision makers to conduct themselves with a completely different mindset from the rest of the game. P&W decision makers ask, "how do we further ourselves in Politics and War?" Whereas NPO's decision makers asked themselves, "how do we further our community?" Eventually they concluded that their enemies' continued existence in this game was an intolerable situation, and they acted as such when they had the opportunity to. Perhaps there are entities in P&W rn that do want to win, but I don't think anybody really has the spirit to do it. Unless you're willing to force all others to bend the knee to you or quit the game, then it's not possible to win. You also have to be very competent to enact that spirit as well; and again, I don't think anybody is competent enough to do so. A lot of the big power players would have to undergo a complete shift in principles, and then band together, and then stay together, and then survive all internal and external attempts to unmake their grouping, and then maintain a specific status quo indefinitely through diplomacy and war making. I just don't think the will or ability exists within anyone or anything for this to happen anytime soon. It took NPO and Inquisition years to do it (and they still ultimately failed). Now we have a multi-polar world where everyone in anchored to P&W, so it would probably be harder for such a puzzle to be started, let alone completed and to ultimately succeed.
    1 point
  28. 0 points
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