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Pax

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Everything posted by Pax

  1. Sorry for the late draw. Got caught up in family stuff and a particularly long Starcraft match. With that, it's time for the Big Bucks drawing of this week. There are 17 Big Bucks tickets sold, assigned to numbers 1-17 (because this time I decided that starting with the number 2 was more or less stupid). The tickets are: 1) Moreau III 2) Norma 3) Sea Jong Ubaru 3rd 4) Sea Jong Ubaru 3rd 5) MrBooty 6) Raluyen 7) Nos 8) Ross Whitelead 9) Ross Whitelead 10) Ross Whitelead 11) Ross Whitelead 12) Ross Whitelead 13) Li Long 14) CaptainSanders 15) CaptainSanders 16) Denver 17) Nos The number drawn was... 14! CaptainSanders has won 653k, and the trade has been sent. Thank you to all who bought tickets, and the next drawing of Big Bucks will be on next Saturday night. For the next one, the starting prizepool will be 250k that I'm tossing in
  2. Alright, the first drawing of One Million! is going. The buyers are numbered 2-11 (because I used the first row in my spreadsheet for column titles). They are as follows: 2) Moreau III 3) Denver 4) Raluyen 5) Ross Whitehead 6) Ross Whitehead 7) Ross Whitehead 8) Ross Whitehead 9) Ross Whitehead 10) Kastor 11) Kastor And the number drawn was... 2! Moreau III has won one million dollars, and the trade has been sent to him! The ticket count on One Million is now reset, and tickets for the next drawing can be bought at any time
  3. Olympus Has Fallen existed solely for people to look at Gerard Butler's abs. Decent premise, absolutely terrible execution and writing.
  4. Six total big bucks have sold, bumping it's prizepool up to $554k. Right now tickets are a pretty great investment, considering there's over 50 tickets worth of extra money that isn't taking away from your odds.
  5. Big Bucks draws on Saturday night, One Million! whenever ten tickets sell
  6. One ticket of each has sold to Moreau III! Thanks
  7. Edit: Nobody bought tickets for weeks on end, so I stopped doing the lottery
  8. That would actually be pretty helpful. A lot of the discussion in the main thread is buried under the discussion of the dev group, a thread where people just discussed the pros and cons of the changes might lead to a better result. Edit: Maybe talking about it here would be good? http://politicsandwar.com/forums/index.php?/topic/7335-spy-cap/
  9. I did in fact miss a topic about the spy thing because it was further down and I got the title mixed up with another thread in the group. Which is a pretty big mistake on my part, willing to own up to that. However, from the looks of that topic sheepy made some suggestions and the major changes I'm seeing that were changed were the reduced assassination damages, raised refunds on people over 50 spies, and hiding spies killed/captured. There's a lot of discussion on hiding spies from public view and all, but that will be talked about in the future and there was too much debate for us to think it should be released without more discussion. Again, my mistake. And I do think that the public should be able to suggest changes, but like Sheepy said in his thread If people want changes to be made to a suggestion, talking about what's wrong with it is a good way to do so. It's not like everything is being ignored just because it's in public, there's a lot of discussion about this going on in our group. And like I said above, we're talking about different ways to have public forums weigh in on major changes, it's not like we're going to be running a tyranny here.
  10. I'm fine with people knowing that I'm in the group, but I don't know who all is comfortable with it and who is not. Since you asked, and I'm pretty sure plenty of people want to know, I started a poll asking people if they were comfortable with it being listed publicly. I'm pretty sure most of our members are up front about being in there, but I just don't want to post about others if they aren't okay with it - particularly because some people who don't like the dev group are using it as an excuse to treat the members badly.
  11. We got hit with the spy suggestion at more or less the same time as the public. Also, we've talked about doing this before. I think this quote sums it up best: I do agree that ideas should go public, and we've got several suggestions floating around where we're discussing how we should do so. My suggestion was that we should do something like post it in the dev group, talk about what we think should be changed, then post it in the public forums (possibly with tweaks from the dev group) and see how the discussion goes. Then we talk about it in the dev group one last time, and what we feel the best points are from the public discussion and consider those points of view, before either adjusting the suggestion and implementing or just scrapping it altogether if we decide it's not a good plan.
  12. I pretty much agree with everything you said but I feel like there's plenty of people that are complaining just for the sake of complaining, and they'll continue to do so. It's also worth noting that the group is hardly as influential as people seem to think it is. Everyone is treating it like the whole new spy suggestion was crafted by our group because it benefits us, when in reality the only thing we influenced was the spy assassination damage because there was a topic about it a couple days before the big thread. Everything else, we got blindsided with at almost the same time as the public forums, and started talking about at more or less the same time. The difference being that while everywhere else went on this huge freakout and made few to no suggestions for adjustment, the dev group talked about what could be improved and how they thought those changes would work out. Sometimes it's useful to just have a group of knowledgeable people who will stay calm about things and only focus on what they think would be good for the game. Right now, our only really active topics are that proposed spy changes thread (which is also a thread that we suggested Sheepy cross-post and make public), the "suggest new members", two threads talking about different ways of rolling out ideas publicly as well as in the dev group so that this doesn't happen again, and one where someone suggested anonymous ads and we basically agreed that would probably lead to people being dicks because they were anonymous. We're hardly crafting a revolution of the world there.
  13. Don't see a reason to not. Would be interesting to see
  14. Please. I need D'Hara with a capital city of People's Palace. I will gladly pay the credits for the change if I'm finally allowed to, and I'm sure plenty of other people would as well. Also other characters could be useful as well, though I don't think any of them are quite as widely used.
  15. It is extraordinarily simple, and it's something that more or less everyone can do / already does. That's the entire reason for the suggestion. Yes, while it does ever so slightly benefit some people who are more willing to run formulas, realistically it's just making things more difficult for the sake of it. The players who don't run formulas just go "oh, I need more food, I'm going to build more farms", followed with them building more farms one by one until they have the amount of revenue they want. The players who do go "oh, I need more food, and I know exactly how many farms to build now", and they build them and reach more or less the same end result. The only slight advantage some players gain from it is gaining higher revenue if they're making food to sell and it's appropriate for their nation, but that's a different case and still requires further number-running on the user's part to determine what the most profitable form of income would be. Having the amount of food displayed removes some tedium from every player in the game, in exchange for a small minority losing a negligibly small edge over the competition. Not to mention that this feature is already covered by off-game calcs that people who don't feel like running formulas already use.
  16. So this is a fairly simple little thing, but there should be a way to tell exactly how much food a farm will produce without running the formulas all yourself. When you're looking at buying a farm, there could be a line that just runs the numbers and tells you exactly how much food that farm would make with your current land size and projects.
  17. my point B has been transformed into a cool dude with sunglasses and I am okay with that
  18. So, now that this has been necroed, it's worth bringing up that tanks are still ridiculously expensive for their use. Going into war, people with fairly good warchests can easily build up max ships, aircraft, soldiers, and like a few weeks worth of missiles and spies without burning through it all. But very few people keep enough steel to have their factories maxed and tanks maxed (most people don't even have enough to buy their max once!), and in damage-dealing capability tanks are still a lot weaker than all of those other units that are much, much cheaper. Durability has always been brought up by sheepy, and if you're winning that's true, but they still go down very quickly even in a losing war. Units in this game die ridiculously fast (every single one), and tanks might die a little slower but they're still gone in the blink of an eye. Going into a war, if you don't want to take tanks, you can realistically aim for like a third of your infra in steel with no issues. If you want to take tanks, even having three or four times that much won't last very long - and steel is a very, very expensive resource. If tanks are going to ever be a really useful unit, some changes need to be made to them. Either A) Reduce the steel cost (which could be tricky ish since we'd be getting into fractions of a unit) Reduce the capacity that you can build, increase the strength proportionally (so you're buying less tanks overall, but still getting the same strength and having the same buy times) C) Increase iron & steel production rate, possibly increase steel costs on anything else that requires steel (seems like an overly complicated solution imo)
  19. Definitely not a major bug, but in my notifications I never received one for being attacked by Aztec Empire. I'm not sure that it's possible to be replicated on purpose, but it is a kind of big deal to have a war declared with no way to know other than being attacked or checking the war page. http://i.imgur.com/sQwbzxH.png
  20. It's the very bottom option on the donate page. It says Pick a song to play on your nation page! National Anthems are free for VIP members. >>Request National Anthem Alternatively, just click that link that says Request National Anthem that I just posted
  21. man, are you guys giving billions to Ford again? That didn't go well last time.
  22. Missiles are not the be-all, end-all of war - I think they're actually in a pretty perfect position. You can do a lot more damage than missiles if you build up a ton of very expensive units and use them regularly, yes. But that's kind of the point - what would even be the point of those units if they couldn't do a lot of damage when you spent that much on them? Missiles are a good turtling mechanism, and cheap damage boosters. I can build one missile a day for next to nothing that'll deal around 300 damage, and I can build 33k soldiers, 1750 tanks, 99 aircraft, and a dozen ships that will all be more expensive and deal less damage. The difference is that I can continually build up the other units, and eventually with a ton of money invested they can outdamage the missiles - and that's pretty fair. Missiles are a fallback unit for when you can't maintain enough units but you still want to deal damage on the cheap. There's nothing wrong with that.
  23. oh, sorry alataq. I forgot to declare on you. If the war goes for a round 2 I will babe <3 on the plus side, I ate a nuke today
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