Jump to content

Deborah Kobayashi

Members
  • Posts

    115
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Deborah Kobayashi

  1. Many long term VM nations are people that quit the game, but know they may return one day, if those people didnt have the option to VM, theyd probably just delete. I was VMed over a year, and then came back, though i decided to delete and reroll anyways. I Dont really think this really helps us raiders that much, i mean you might get a few more targets possibly but i dont see it as that game changing. Also since your new maybe you do not realize, but nations automatically go into VM when they are inactive for an extended period, so first off most of those VMed long term people you are seeing are auto VMed inactives that are in the autodeletion process, and second those nations that wouldnt be able to vm for more than two months would auto VM anyways.
  2. 🎊🎉Congratulations TI🎉🎊 my condolences to the mangroves
  3. as it stands now, wind power is not even a remotely cost effective way to power your nation, the only times that having any wind power at all is cost effective is at 2250 and 4250 infra, and even then only as a single supplemental plant, with the bulk of your power coming from nuclear. Here is my proposed change to wind power, open to suggestions and tweaks, to make it not the "new meta" but still a viable option. Wind power plants can provide power for up to 250 infrastructure per 500 land. [Powered infra=250×(land/500)] They do not require resources to operate. Operational costs are $1000×(land/500) a day $8×land This would require you to maintain either 2 wind plants, or double land to power your city. Alternatives & tweak suggestions: •400 infra per 1000 land (this would require more plants/land to power the same infra levels) • a cap at the maximum amount a plant can provide (as well as a cap on operational cost reflecting this) •Base cost for wind plants might need to be increased. •operational cost formula changed to ($8×land) (I realized after posting how low my initial operation cost formula is, as i was grossly underestimating nuclear plants' relative usage costs and not factoring their operational cost costs, so this operational cost formula change is my official position on it now)
  4. I dont think this should be an ingame mechanic, this should be done through mutual agreements. Though i think a cool alternative is that on the radiation page, you could see the nations that have launched nukes in the last 24 hours, instead of just how many. that way some anti-nuclear treaty organization or alliance could use that as a CB or embargo/denouncement reason, or if it is one of their members, a reason to impose fine taxes or other punishments on the nation if they didn't authorize it.
  5. definitely agree with this, i dont need baseball notifications or reset/daily bonus cash notifications.
  6. i would like to see this, though i would add that it should have the highest buy and lowest sell price, to provide the same utility for buyers and in case there is still a mistrade by someone not paying attention, so you dont follow suit.
  7. Underpowered? This is ridiculously overpowered, i could wipe 6 improvements during day change during a blitz without it costing me a single MAP. This makes missiles and iron dome almost worthless and makes wars even more in favor of the aggressors, which will lead to shorter wars and stagnation. The only way i could get behind this is if it only could hit manufacturing & resources. Commerce is already weakened by low infra. If it can destroy 6 Military and civil buildings during a blitz, and 3 everyday after for as long as the war goes on, it makes it just that much more easier to pin the defender. Maybe make the spy op reduce the production of or disable the building temporarily instead. If you guys are seriously so hell bent on making a way to easily destroy improvements, here are my alternative suggestions •increase the effectiveness of tactician policy, •reduce the MAPs (and resistance damage) of missiles, •give missiles a 10% chance to break a 2nd improvement, randomly selceted from any category (besides power), •make attrition & ordinary wars have higher % chance of improvement damage, •make naval units have a higher chance of improvement damage than ground, •make the rate slightly higher for defenders to break their attackers improvements. There are already methods to get rid of enemies with overslotted improvements, Missiles and tactician policy, just because some players dont use them it doesnt mean you should devalue them in favor of a game breaking change.
  8. I get where bothsides are coming from on this, one side dont like people they cant hit pouncing on them when they are ready, and the other side doesnt like people inflating their score to hide out of range. Im not sure that changing the updeclare range will solve more problems than it creates, so while i like it in theory i also understand where the other side is coming from on this. An idea i had for a while that could solve some issues is that you can always declare on someone with the same city count as you, or maybe expanding the ability to declare on people close to your rank regardless of score by a few more ranks. I know these also come with unforseen issues, which is why i havent suggested them in a topic, but i think the ability to always declare on your city count could work.
  9. you made it optional to hide them so im not sure why you even added the feature at all. I want to see their full nation page as they intended it to be seen, im on mobile that tiny box makes formatting or putting any effort into nation descriptions utterly pointless, and punishes creativity. If people dont want to see them, they can turn them on or off, so if people want them minimized it should also be an on/off option.
  10. I dont think it should be removed from the score formula, but should contribute much less proportionally than it does now, giving score to improvements instead, in a balanced way, would be more indicitive of both military and economic output.
  11. Add confirmation or undo option for commendations & denouncements to prevent misclicking the wrong option
  12. HM riding in on that dogpile after you blitzed them... Do you really think swamp would come and help hedge if you only attacked them? Or vice versa? If it wasnt for your foolishness in attacking us i could be raiding both of you gray horders right now.
  13. Necroing my old post instead of resuggesting But with the edit of 5 days instead of 14 to reflect grey mechanic changes
  14. While some of those are obviously deletable, having the admins go through and evaluate each is just giving them another workload to do that seems kinda pointless. Instead lets address the issues they cause that you have a problem with. 1. The alliance rank precentile can be solved by hiding ghosts from the formulas. 2. Alliance name is the main reason most of them VM'ed, however a system where you could request the release of a name from a dead alliance, to be evaluated by alex, based on the name itself (IE is this an original creation, a common theme, or a generic name) and the longevity & history of that alliance in PW. Would also be nice to be able to do that on the nations that quit below 100 score, yet still have to wait half a year to release their names depsite never really playing It just seems like alot of work to decide who is and who isnt, you're also making assumptions about the caretakers, not realizing maybe the alliance leader is still around in another alliance, and had a friend or member hold their name until they can rebuild their alliance etc. (The leader of united maharlika empire, an alliance you listed, is currently head of FA in Archangels, and intends to restore his alliance one day) If we got rid of ghost alliances in 2018, taith (DUAT) and spanish armada wouldnt be here today since they were both VMed for over 6 months
  15. I oppose this proposal, if an alliance VM'ed they did it with either the intent or belief that they may one day return. if they dont return to maintain their VM then they will end up deleted along with the alliance. If you have a problem with term of length at which they can VM without renewing, then propose a change to max VM time.
  16. My Nation & Alliance's theme is based on Fallout 3 & fallout 4, my leader is Deborah Kobayashi, the lone wanderer (protagonist of fallout 3) after she takes over NukaWorld & becomes overboss of the Raider Gangs there. Leader Character Sheet -https://docs.google.com/document/d/1DRrw3Ifx6442spSvteVcf26XBAHUI8exyGR9xtM8G1w https://politicsandwar.com/nation/id=234424 https://politicsandwar.com/alliance/id=7698
  17. While the messaging system is definitely dated and should be updated, 70% of this game takes place on discord, and almost all alliances that dont require discord or something similar typically fail within a month.
  18. I think it would be better to just reduce the infra requirements to 1 base slot + 1slot per 4k infra, especially with all these new projects, and projects with prerequisite projects.
  19. I think the biggest deterrent is its cost, its priced as a mid tier to upper mid tier project, but is much more beneficial in the low, micro & nano tiers. As others have pointed out when your past c10 finding 6 quality loot sources at once becomes harder to do, and you really can only count the lowest loot of those 6 wars towards its ROI. For it to be a project that is really attractive pirates it needs to either have a price reduction or more benefits, like increasing loot, reducing improvement loss chances or something else that appeals to pirate & raider builds & playstyles, or possibly even a connected project that requires it with benefits appealing enough to warrant 2 slots & the combined costs. I have one but im not under the delusion that it is that meaningful to my loot profits. I have mine for a few reasons, aesthetics, and to keep an extra slot for countering or for raiding an inactive from the alliance that counters me, as well as for future uses if i go nuclear one day. There are many projects that should be prioritized first, so by the time those are handled it has usually lost most of its appeal for raiders & pirates.
  20. I dont know what this is, but upvoted for Texas & @Mad Max
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.