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Lu Xun

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Everything posted by Lu Xun

  1. I assume he was being sardonic, but even if you presume a low bar to clear there is differentiation among the candidates. That said, as you obviously haven't figured out by now, I like treating sarcastic insults seriously and picking apart their logic especially when logic has nothing to do with their content.
  2. For some additional figures, let's set spaceplanes to 20 city norm with planes as a source figure. Here's the inventory of damages from a Spacestrike (Orbital Strike?), but capped to 25% max city value to avoid being too gamebreaking in lower tiers. 450 planes 7500 tanks 125000 soldiers 75 ships 10 Spaceplanes $7,500,000 500 Infra When it comes to Interceptor Missiles, each Interceptor Missile is worth 10 Spaceplanes for combat calculation purposes. Remember, this is all assuming that Space Junk is at 0. For scoring purposes, let each Spaceplane be worth 10 nation score. Each interceptor missile is worth 5 nation score, so at max it's 50 Interceptor Missile score and 500 spaceplane score. As for Space Junk, the way I'm thinking is that it should be calibrated for 1 month of war. However, a big problem with Space Planes is that since the only way to destroy Space Planes to generate Space Junk is with other Space Planes, it's going to be impossible for Space Planes to reach 100% Space Junk. The end result is that you'd be forced to 1 Space Plane vs 1 Space Plane combat at 98 Space Junk, and above 99, the rounding means that you can't get Space Planes into the air at all. === In other words, this is a plane mechanic wherein no one is ever going to complain about "IQ's Spaceplanes". Just to get Spaceplanes working you need to despy someone and destroy all their interceptor missiles, which is at least 15 spy jobs. Then if Spaceplane combat gets out of control, the Space Junk being generated turns off spaceplanes for everyone or at least leaves Fark eagerly pressing the "collect space junk" button to get money (because if res prices rise rapidly, space junk collection becomes profitable). But in theory, when you engage someone mid-tier with Spaceplanes you can wipe out 75% of their planes in a first strike. In an updeclare, if the opponent's lost their spaceplanes and interceptor missiles, you can deplane someone more easily than if you were doing things with your own planes as you'd not be losing planes.
  3. TKR is getting rolled because they received a leak purporting that Sphinx was trying to set up an attack on Chaos and KETOG and they chose to act on it. The combined forces of Rose, KETOG, Arrgh, and Chaos had a tiering advantage that meant that BK could not successfully contest KERCHTOG. With BK going down, NPO had to intervene because after BK got rolled, KERCHTOG would have been in control of the field and able to roll anyone they wished. But of course, if we go further back, TKR perceived a threat from BKNPO. BKNPO perceived a threat from TKR. That's called a Thucydides Trap, wherein mutual suspicion between a rising and falling power (Chaos / Cryptohegemony vs BKNPO) draws them into conflict, usually when a satellite of one of the two sides (TCW) stirs something up.
  4. Darsh on Discord wants space warfare with 4 different new unit types, but that's excessive and will never be implemented. The game is more based on minimalist additions, because the smaller the mechanic, the less coding is necessary, the less infinite resource glitches pop up, and the less likely it is to totally break the game. So let's do something totally gamebreaking instead. First mechanic! Space Junk! Let there be a new feature called "Space Junk". The more Space Junk up in the air, the more degraded space systems become. For instance, at 100 (it can go even higher) Space Junk, all space projects stop working and all space units stop working. At less than 100 Space Junk, projects and space units are degraded by a percent equal to 100-space junk . Space Junk decreases by 10% every 28 real life days, with the increment set by daily update. Space Junk is created whenever a space-based unit is destroyed, with a scaling factor based on the amount of cities out of VM in the game. Space Junk can also be reduced by players with a Space Program by clicking on the Space Junk indicator, scaling once again based on the number of cities out of VM in the game. Once a day, players can send a mission up to collect Space Junk and take it down for retrieval, costing money and fuel, but generating an amount of metal-based raws, steel, and aluminum. Second mechanic! Spaceplanes! Spaceplanes are a new unit whose concept is based on current attempts at creating hypersonic and SSTO spacecraft. These can be used in a new attack called "Space Strike", which is similar to the existing planes mechanic in that Space Strike can attack any unit type, but costs 6 MAP (meaning, that if the opponent is on fortress, you can't get in a first strike unless you go in at turn change). Spaceplanes are intended to be very expensive, as a type of end-game unit, so that each spaceplane costs 1000 aluminum, 500 steel, 200 gasoline and munitions just to build. These require a Space Program to build, but the number of spaceplanes you can build is based mainly on projects, not city counts. With a space program, you can build 50 spaceplanes at 10 per day, but no more. So it's an interesting unit in that it's based only on a project, but not cities. Because it doesn't scale with cities, the idea is that at a certain tier, spaceplanes will be extremely imbalanced, and above that tier, spaceplanes are way less useful. Third mechanic! Interceptor Missile! Since spaceplanes have the potential to be very broken at some tiers, players need a way to defend against spaceplanes. A player with a missile launch system can now choose to build either a normal missile or an Interceptor Missile. An Interceptor Missile counts as Spaceplanes for purposes of defending against Space Strikes and also has a chance of intercepting a nuclear strike. These missiles can be spied off, and are capped likewise at 10 Interceptor Missiles. Unlike Spaceplanes, Interceptor Missiles don't generate Space Junk when destroyed ==== So, Darsh of ODN had a cool idea, but I totally ruined everything by suggesting this as something "weird" and imbalancing. The underlying concept is that you'll have a new attack type that veers between gamebreaking and unusable; i.e, players in the early stages of the war will be encouraged to spam spaceplanes, but as time progresses the quantity of Space Junk floating around in the air will make spaceplanes completely inoperable. Players can choose to make spaceplanes stronger by spending money on expensive Space Junk collection programs to make Space Planes usable again, but others will be encouraged to suicide Space Planes simply to deny the enemy Space Superiority and force them to fight on the surface and in the atmosphere. One thing I haven't mentioned is that I originally was considering making it so that Space Planes dealt damage as spies do, based on unit percentage. That helps to make them broken and overpowered under some circumstances, encouraging players to suicide Space Planes to deny the military use of planes. But this might seem too offensive to whales given that a 10 city nation with max spaceplanes could theoretically blast thousands of planes / tens of thousands of tanks / hundreds of ships in one hit. Another issue is small-scale wars; i.e, alliances on the periphery conducting limited wars will see warfare very dominated by Spaceplanes as their wars will never put enough orbital debris into the air. But when the war goes largescale, Space Planes quickly lose their effectiveness and coalitions focusing on Spaceplanes rapidly end up spending billions on space clean-up to get their Spaceplanes working again, not necessarily to any avail.
  5. Thucydides Trap! But TBH enough people were talking about a TKR double roll during Knightfall to make such a thing inevitable. Strategically speaking, TKR was NOT neutralized by Knightfall and that would have required a second hit. That implied that TKR would have to strike first, which brings us to the present war. There were enough leaks that the TKR attack was already anticipated, so that TKR would HAVE to engage. The biggest problem with the political situation is not who's hitting who, but the excess salt, which is once again trapping people into doing this whole shit again. But then again, trying to fight a war and not trying to win it is a challenging, complex, and risky task.
  6. only $2250 to destroy a whale-dominated sphere? Count me in!
  7. The proposed numbers basically go into 33% of current dogfight aircraft damages; as I've quoted, Azaghul was asking only for additional damage to be dealt (dogfights only deal 33% then). A further problem becomes that aircraft are used as cheap defenses. If aircraft is nerfed, everyone becomes more vulnerable to raiding, and interdiction-type operations become more difficult to pull off. As of now, given that TKR etc use a raid / tankbusting strategy, It is in their favor now, but what of when the war ends? People talk about Arrgh as though they're the primary raiders, but GOONS and Mythic can be pretty annoying as well.
  8. One of the names of the war I've suggested is "Pax Pacifica". That is to say, KERCHTOG$ and BKNPO are locked in mortal combat and will be in such for some time. Meanwhile, Astra and Farksphere are both outside the war and are unlikely to be engaged by at least BKNPO, which is "in control", because of Farksphere's role in resource provision. So for quite a bit of the game, we are in peacetime. It's KERCHTOG$ and BKNPO's decision to make it so that they're not in peacetime.
  9. @Alex CN had its necAnt. He was a well-meaning person and a decent guy by any measure, but the change he suggested killed the game. PnW should not have its necAnt.
  10. "Dogfight airstrikes destroy approximately 50% more planes than an anti-infrastructure airstrike". In other words, 67% of plane damage would be removed in defense mode.
  11. He said that targeting planes would only kill the additional planes, and we know that dogfight target plane damage is roughly 33% of plane damage dealt.
  12. This is embarrassing given that you're basically asking for the abolition of updeclaring. You're a TKR elder FFS and pushing for this is pretty much Dolphinplan 2.0. #BanNPO2020.
  13. Don't worry! Prefontaine will make the game more intuitive (read: favorable to 5 year old noob nations playing on easy mode in a cryptohegemony alliance) and make all the dumb strats viable!
  14. Does it really matter? I don't know why so much fighting in this game occurs over military reputations. Individual player quality outside the context of an alliance doesn't matter because good individual players will get dogpiled and neutralized. Alliance quality doesn't matter that much outside the context of a coalition either because "strong" individual alliances will also get dogpiled and neutralized. GOONS was brought in to handle TKR / Soup zero-tier assets, that were mostly neglected due to BKNPO's retreat (city-buying) from that tier in a rather prolonged war. Even if T$ sphere assets are taken out, GOONs still dealt a significant amount of damage to KERCHTOG and is substantially damage positive there. And GOONS has done the job it was asked to do, which was to neutralize resistance there.
  15. I'll point out that it's both a mentality thing and a matter of knowledge for most players. Nation incomes are NOT an effective way to make money and to grow your country. People think that there's a bunch of high-performers who have cash out the wazoo, but guess fricking what? They're deep outliers. The majority of players who want low taxes are completely incompetent at nation growth and game economics, seeing their nation (as opposed to things like baseball, raiding, market speculation, game services, and financial operations) as a way to make money. The other mentality is that to submit to 100/100 taxes, or any particularly high tax rate, you have to accept becoming part of a collective instead of functioning as an individual; your nation is now alliance property and your actions are now on behalf of your alliance. As most players come from individualist societies, that's a big leap. But at the same time, this type of solidarity ("I play for NPO / TKR / KT / BK / GoB") is what makes a good fighting alliance that can last beyond the first month of war. So perhaps a debate has started, but it's also ended at the same time. Individualist alliances are doomed to fail in the long-run in this game under the present war meta because individualist alliances are less effective. And individualist alliances that don't immediately fail are being transformed into more collective organizations with strong solidarity by the on-going war that has put KERCHTOG into the grinder for almost 6 months and BKNPO into the grinder for almost 5 months.
  16. "What's the difference between a paperless and a treatied alliance?" "The paperless alliances have more friends". If you still remember CN, the most aggressive political actors had the least treaties, while the alliances with the most treaties tended to be defensive and awaiting a rolling. Paperless is basically the extension of such; instead of having 2 allies with minor ties and so on to other groupings, you have no formal allies, and any theoretical alliance can have a secret treaty with you, or as they call it in this game, an "informal understanding" or "friends!!111".
  17. Arrgh is technically a part of KERCHTOG, given the TGH secret treaty.
  18. Fake NPO war stats! Fake NPO aircraft! Fake game! All of PnW is fake news! KERCHTOG REIGNS SUPREME! ARRRRGH!!!111
  19. I like the conceptual consistency in this one.
  20. I've made clear that I'm a partisan for a long war. My original termination date was November 1st, but given how things are going, February seems nice too. Perhaps we can do May? I'm just saving you money on horror movies.
  21. The point is, a surrender doesn't have to be accepted. The point is that an alliance announces it wishes to cease resistance. GOONS continues to hit TKR as we speak, despite TKR's attempt at surrrender.
  22. I upvoted you because you're a Micro that fricked up according to the rules of the game community. Hats off to you for trying, when almost all micros fail.
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