Jump to content

His Holy Decagon

Members
  • Posts

    172
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by His Holy Decagon

  1. A conventional war isn’t the only way a whale loses infra, by the way. There are plenty of whales that just maintain low infra and get to enjoy these down declares during or outside of a war

  2. 8 minutes ago, Buorhann said:

    Let me ask you then, does he need admin access to set it up on your server?  Or can you set it up instead of him?

    And how secure is the bot?  Can he pull information through the bot from your server, for example?

    CATA has Locutus, but it’s limited to only a few channels. Probably easier for Borg to debug and help assist if there’s Admin, but I’d say that’s most likely up to the alliance as far as what they’re comfortable with. The last time I saw, Locutus was in 1100+ servers; I don’t think Borg has the capability to, nor the time to peruse through potentially 10,000+ channels. I personally trust him and Locutus, and haven’t heard of any actual credible reason/evidence not to tbh

    I’d say maybe ask those who offshore with him, or those that know him what they think

    • Like 1
    • Upvote 1
  3. 5 hours ago, Zei-Sakura Alsainn said:

    Hun, you should REALLY read the OP again before you spout more nonsense. 

    Its 50% of the percentage difference in cities which the OP makes VERY clear.

    Gven in your example, that's still a single digit number, but it's almost 3x greater, at 6.75%. 

     

    But that still doesn't matter because if you bothered reading what anyone else is saying - particularly those about the losing sides prospects - you'd see the people blitzing (likely winners) are not the ones getting !@#$ed over here.

     

    I down declared and doubled on some c14s last war. Fun fact, my c32 double with PB is just a tiny hair over their max. 1050 vs 1056 sorta deal. As a sphere we used attacks like these to help the low tier press up into higher updecs where we had less alive nations, as the downed whales could temporarily have the planes to do the job.

    Of course the moment I did my ground and air double, I was bow in range of city 28s and the like, some of which still had over 2000 infra to go with their max military. I had about 800, by the way. 

     

    So now, with your change, not only is that whole strategy useless as I would get a -22% on kills against the target, but the people I'm still forever in range of now get an extra bonus of... Oh hey it's our friend 6.75% again! That was an accident but a fun one in my quick calculator math.

     

    Edit: wrote this while on page two still I see this realization came about already, oops >.<

    The opening "argument" for the change was sort of oddly worded IMO, and I thought it was something like:

    C40 declares on c30; 10 cities difference, 50% of that is applied to nerf/buff resulting in 5% overall

    image.png.a5be4703da901d0b027a28dc2b4b1764.png
    ^ That, I took it as "50% of the difference in city count", since, that's sort of what it says. I guess I was wrong though, based on the examples below it

  4. 12 minutes ago, Krath said:

    This serves to only penalize alliances that put forth an effort to build their member base to effective nations rather than hoarding a bunch of rag tag small ones. 

    You’re taking a literal single digit nerf as a reason to lump all growth into a wasteful category? You’re essentially 98% what you would be, and you think that somehow nullifies any reason to grow? Lol

    A c40 hitting a c35 faces a 2.5% nerf while having 5 cities more of units. Pretty sure 0.5% per city isn’t going to make everyone stop growing

    • Downvote 1
  5. It’s literally 50% of the numerical city difference lol.

    c20 vs c10 = 5% “nerf” on double the units; this isn’t the end of the world.

    A c40 vs c28 = 6% “nerf on a nation that has something like 30% more units. I doubt this will be the breaking point for basically anyone 

    • Downvote 1
  6. 11 minutes ago, WarriorSoul said:

    Yes, obviously, otherwise I wouldn’t have said anything. The idea that a nation should be subjected to such a disadvantage due only to its larger size is asinine.

    I think “disadvantage” and “less of an advantage” aren’t synonymous 

  7. 2 minutes ago, WarriorSoul said:

    [citation needed]

    Are we just nerfing for the sake of nerfing, then? This seems like an entirely arbitrary change with little justification.

    You think the current way that a c40 can down declare on c20’s, is okay?

    (obviously not a 3200+ infra, militarized c40+)

    • Upvote 2
  8. Definitely probably not the right place for this, but, yeah:

    Ground
    1a. Snipers - Deal "higher critical" damage. (Utter Failure, Pyrrhic Victory, Moderate Victory, and Immense Triumph chances are increased when using this unit.)
    1b. Grenadier - Deal wide spread AoE damage. (When using this unit, there is a 25-50% increase in chance to destroy the correlating improvement. Eg, Barracks/Factories, if attacking ground.) Grenadiers will have a drop down menu similar to that of Missiles, where they can focus fire on a group of improvements. Doing so invokes civilian casualties as well as infra loss.

    2. Tanks
    2a. Light Tank - Light Tanks are "faster", at a mind blowing 2 MAP to use during selected ground attacks. They deal less damage, and have "less armor" than their default counterpart.
    2b. Medium Tank - The default tank
    2c. Heavy Tank - Literally the opposite of Light Tanks, but, with a 4 MAP usage. They have an increased kill ratio, cause more infra damage, and a higher chance of destroying improvements.
    2d. Artillery - 4 MAP's, the power of a full ship attack, but with the option of selecting what unit/improvement section you want. 

    3. Airplanes
    3a. Bomber - Costs more to make than default planes, roughly double the aluminum. Uses more munitions/gasoline. Does "critical damage", and severe destruction when targeting units. (Maybe add a project, like, "Bomber Assist Squadron; when using the Bomber, a fleet of escorting ships will help reduce airborne casualties from enemy air/ground units.

    4. Ships
    4a. Destroyer - Causes increased losses against enemy ships. Costs less than current default ship.
    4b. Cruiser - Comparable to the current default, but with less firepower.
    4c. Submarine - Increased "stealth" provides far less casualties than the current default ship rate, while also providing intelligence information after every attack. Able to select units/improvements.

    • Upvote 5
  9. On 7/27/2022 at 3:12 AM, TheVashenLeader said:

    I don't want my cities to be heavily polluted and building a Hospital is expensive, the other way to reduce Pollution is to reduce Population Density in my cities, but I don't know how to do that, can anyone help me?

    Build less Manufactured Buildings (They pump out a LOT of pollution). Use Rewarded Ads and try to save up some cash. Buy Land in cities up until maybe 1500. You have no other way around it other than Land, Recycling Centers, Hospitals, producing less Manus/Raws

  10. On 7/25/2022 at 8:15 AM, Prefontaine said:

    Beige changes have been discussed ad nauseam but we're ready for the public discussion phase. If all things go well, we will run a test server tournament with some in game cosmetic rewards to hopefully increase participation. 

    The goal of these beiges is to create a window for defeated nations to rebuild, even during large scale wars. This will provide alliances with the option of coordinating a counter blitz and try to turn the tide of a war. This will allow for the possibility of wars to not be decided in the first round, or first hours, or a war. 

    Changes:

    1. Every player defeated in a defensive war results in 2.5 days (30 turns) of beige.
    2. Every player defeated in an offensive war results in 0.5 days (6 turns) of beige.
    3. All wars that end from expiration result in beige for the defending party.
    4. Beige accruals are capped at 5 days (60 turns).
    5. Beige accruals do not begin reducing down until all defensive wars end. 

    Clarifications:

    Points 1 and 2 mean that if I declare a war on Alex, and I, as the attacking party lose the war, I gain 0.5 days of beige. If I attack Alex and he loses, he gains 2.5 days of beige. 

    So, if I get attacked, and lose, I end up getting 2.5 days of beige. If I have two other defensive wars, and the beige doesn't start until "all defensive wars have ended", does that mean I can get a third defensive attack on my nation, since I don't have beige yet?

    On 7/28/2022 at 6:59 AM, Borg said:

    We already had a beige poll and discussion: Beige Poll - Game Discussion - Politics & War Forum (politicsandwar.com)

    The winning poll option was:
    > As is. Nations can cycle and sit on a player so that they can never rebuild and possibly never leave blockaded status|
     

    The second highest voted option was:
    > Players should be guaranteed a medium window to rebuild after being defeated but only enough to rebuild to more than 50% of the military strength

    So why are we ignoring the previous poll and discussion and essentially implementing the least voted option?
    > Players should be guaranteed a large window to rebuild after being defeated, enough to come back with 100% military strength

    Very good point; this is literally what the playerbase is wanting, yet we deviated, none the less.

    • Upvote 1
  11. On 7/29/2022 at 8:35 AM, Prefontaine said:

    SPY TRAINING CHANGES
    -Spies are either in Active Duty or Reserve status.
    -Freshly trained spies are in Reserve Status by default but you can train up to 4 into active if you choose
    -Reserve spies cannot be used for defense or offensive and cost 1/4 of the upkeep
    -Spies in reserve cannot be killed.
    -Spies cannot move from Active to Reserve, but only Reserve to Active.
    -Spy training rates are tripled. (8 can go into reserve and 4 into active or 12 can go into reserve with all spy projects. 6 can be made per day with no spy projects and you can have up to 4 of them be active duty)
    -Spies take 5 days (60 turns) to move from reserve to active.
    -Total spy count (active + reserve) cannot exceed the maximum number of spies a player can have. 

    SPY FUNCTION CHANGES
    -Scaling kills for based on number of spies used ( % kills = -2200/(spies+23)+126 )

    unknown.png

    If you look at the blue line, those are the kill rates. 20 spies deployed is about 75% of the normal kill rate. 6 spies is about 50% the normal kill rate.

    SPY SAT CHANGES
    -No longer provides a 50% bonus to kills
    -Provides an additional spy operation per day
    --------------------------------------------------------------------------------------------

    Similar to beige, it's up to the attacker to give you a reprieve. While being beige cycled you cannot fully rebuild unless your attacker lets you. With spies you cannot rebuild your spies unless your attackers stop killing your spies. This way now provides a way to rebuild your spies in a manner which they cannot be killed while still utilizing some of them for guerilla tactic ops. The damage on those ops have been reduced some, but with a double buy all players can still see above 50% damage with a double buy.

    The reason for the delay in moving from reserve status to active is to lengthen the window of easy spy ops for the attacker. If a player with all projects wants to get back to max spies with 12 a day into reserve, that's 5 days, with an additional 5 days that provides attackers with a 10 day window to take advantage of their spy blitz. It also stops alliances from keeping all of their spies in reserve to suddenly move out when an alliance war starts as they entire length of the first round with leave them without any spies. 

    I'm actually not super opposed to much of this, but, even though you laid out a logic behind a 5 day waiting period from reserve to active, I do think that's quite lengthy. It takes less time to rebuild an entire military from zero, and that's purely based on Day Change mechanics. With this being based on Turn Change mechanics, and being a flat 60 turns, I mean, it just seems like quite a long period.

    Maybe you said it elsewhere, but, why nerf/adjust Spy Sat as far as the damage/extra spyop?

  12. 3 hours ago, Marika said:

    So... Will wars be infinitely long only determined by warchests running out or shorter than one round with these changes?

    My thought is that wars will be determined even sooner, and have more profound effects after the "first round". I think without addressing scores, that people "automatically" getting beiged will cause one side to plummet rapidly, and that this will cause the "winning" sides high tier to essentially be even harder to reach than before. 
    Picture HW hitting whoever, and whoever they hit, is basically guaranteed to take beiges, multiple beiges, right from round one. Sure, they can maybe rebuy military, but, I don't know if they'll ever be able to actually retaliate against the higher tiers that hit them, and ever have a chance of "winning". 
    The beige damage/infra cost alone from this change will make wars abnormally ugly IMO (I could be wrong.

    Edit; I just saw Pre mention that score changes are in the works

  13. 3 hours ago, Prefontaine said:

    Beige changes have been discussed ad nauseam but we're ready for the public discussion phase. If all things go well, we will run a test server tournament with some in game cosmetic rewards to hopefully increase participation. 

    The goal of these beiges is to create a window for defeated nations to rebuild, even during large scale wars. This will provide alliances with the option of coordinating a counter blitz and try to turn the tide of a war. This will allow for the possibility of wars to not be decided in the first round, or first hours, or a war. 

    Changes:

    1. Every player defeated in a defensive war results in 2.5 days (30 turns) of beige.
    2. Every player defeated in an offensive war results in 0.5 days (6 turns) of beige.
    3. All wars that end from expiration result in beige for the defending party.
    4. Beige accruals are capped at 5 days (60 turns).
    5. Beige accruals do not begin reducing down until all defensive wars end. 

    Clarifications:

    Points 1 and 2 mean that if I declare a war on Alex, and I, as the attacking party lose the war, I gain 0.5 days of beige. If I attack Alex and he loses, he gains 2.5 days of beige. 

    With the current score system in place, and the inevitability of beiges going to (most likely) the defending party of a blitz, is there no concern that the sheer exponential increase in infra lost, will make gaps in parties wider than we’ve seen before?

    If my normal strategy is to zero and sit on someone till they expire, now they will be forced to eat a beige, and most likely from someone else. That’s quite a lot of infra/score reduction. I’m quite “worried” that this will make longevity of wars even shorter than our current “round 1” wars.

×
×
  • Create New...

Important Information

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