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Keegoz

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Keegoz last won the day on October 6

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About Keegoz

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    Keegoz
  • Nation Name
    Kickass
  • Nation ID
    9144
  • Alliance Name
    Cataclysm

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  1. Would this not make dragging whales down as smaller nations incredibly difficult?
  2. The current proposal is that you get a buff whilst in beige with 0 wars. Your proposal seems to be around wars in which you're still engaged with.
  3. I meant to put it in the spoiler, ships are a little cheaper but that was outlined in the previous thread. I rounded their upkeep a bit as well. Nukes are becoming slightly more expensive based on feedback. Aluminium is an issue, we barely see much get consumed even during wars. To the extent where major alliances could fund an entire coalitions worth of Aluminium for an entire global. Planes simply are too cheap for their power level, which becomes problematic with upgrade paths like this as well.
  4. One other thing to note, although you can increase your cap it does not increase your rebuy. That remains linked to your normal unit amount from your cities.
  5. This is the second major part of the military update we intend to push early next year subject to testing. Both the ship changes and the following I intend to be fully tested in a test server tournament and adjust proposals according to further balancing feedback. Military Research As promised, the design team is looking towards adding a new feature to the game in our next full update. This new feature is Military Research, which will act as a mid to late game feature, allowing for those larger nations to have different investment opportunities to increase their military power or economic power. The research will be split between 3 areas; ground, air and navy. Each area will have two investment paths, one that will increase the cap on buying units and the other allowing for the reduction in cost of purchasing and maintaining military units. You will have a total of 20 upgrade levels to invest into these paths per area. Each level can get you one of the following benefits: Capacity Upgrades: Planes Capacity - Flat increase to plane cap. 15 planes per level. (Maximum of 300) Ground Capacity - Flat increase to tanks and soldiers cap. 250 tanks per level and 3000 per upgrade. (Maximum of 5000 tanks and 60k soldiers) Naval Capacity - Flat increases to increase ships cap. 5 ships per level. (Maximum of 100 ships) Cost Reduction Upgrades: Plane Cost - Reduce plane purchase cost by $50 per unit & 0.2 aluminum per level (Maximum of $1000 & 4 aluminum per plane) Reduce plane upkeep cost per unit by $15 at peace & $10 at war per level (Maximum of $300 peace & $200 at war per plane) Ground Cost - Reduce soldier purchase cost by $0.1 per unit (Maximum $2 per soldier) Reduce tank purchase cost by $1 per unit & 0.01 steel (Maximum of $20 & 0.2 per tank) Reduce soldier upkeep cost per unit by $0.02 at peace & $0.03 at war (Maximum of $0.4 at peace & $0.6 at war per soldier) Reduce soldier food upkeep making it 1 food + 10 per unit at peace, e.g. 1 food per 750>760 soldiers (Maximum of 1 food per 950 soldiers) Reduce soldier food upkeep making it 1 food + 15 per unit at war, e.g. 1 food per 500>515 (Maximum of 1 food per 800 soldiers) Reduce tank upkeep cost per unit by $1 at peace & $1.5 at war (Maximum of $20 at peace & $30 at war per tank) Naval Cost - Reduce ship purchase cost by $500 per unit & 0.5 steel per level (Maximum of $10000 & 10 steel per ship) Reduce ship upkeep cost per unit by $30 at peace & $50 at war per level (Maximum of $600 peace & $1000 at war per ship) Upgrade costs Costs to these upgrades will have a money & resources cost that will increase per upgrade level. A cash cost for each individual research purchased across all upgrade paths. A manu cost for each group of upgrades (Ground/Planes/Ships) A food cost for each specific upgrade path. All of these would scale, incentivizing diversifying and making focused specialization more costly. This will disincentivize a clear “meta” forming around the upgrades, making certain upgrades redundant. You may reset your upgrades for 1 credit, that will reimburse your cash costs but not resources. Policy & Project A base project will be needed to unlock Military Research, called the Military Research Center. It requires the Propaganda Bureau to be unlocked. It will increase your project slots by 2. It costs $50,000,000 and 10,000 gas, munitions, aluminum & steel. A new policy called ‘Military Doctrine’ will be created that can reduce the upgrade costs by 5%. For further details on costings and more please see the sheet below: https://docs.google.com/spreadsheets/d/1ZEF-mhTONSIJ8wu6cICzIh0ckNhOWFAMQajM1yA2ao8/edit?gid=0#gid=0 Reasons for update Beige Buff So this one I have discussed for a while, both publicly and in private. Please note that although I personally believe this buff is underpowered that I am going to reveal, I am open to further buffing it going forward. I am just currently apprehensive of changing too much at once and creating an unforeseen issue. Beige will now grant people (with no wars) an increase in the number of Soldiers, Tanks, Aircraft, and Ships you can recruit per day by 15% This will allow people in beige to more easily get back into the fight, should they wish to do so. Yes, this stacks with PB which would translate to 25% from the base buy rate.
  6. Feel free to walk away and touch grass if it impacts you this much.
  7. Quite frankly, I am tired of you electing yourself the one and only voice of the community. You are not the only person in the room believe it or not. If you have an opinion voice it but stop trying to act as the communities unelected voice. These discussions exist for people to voice their own opinions and ideas.
  8. Fixing resources isn't a one change fix all thing. I will increase costs in multiple areas. My next proposal will also be introducing another resource sink.
  9. I'll add this idea as a counter: Ships lean more into their current damage schtick. When you attack with ships you can target any city & an improvement type (same as missiles are). Ships have a 50% chance to destroy 2 improvements on each IT attack and 1 improvement for a PV/MS attack. If you take the tactician policy, this would go to 100% chance.
  10. Yeah, this is probably the point that will need to be tested the most. I think 5 is a good starting spot and we can adjust up or down from there.
  11. Just going to post this on behalf of a discord chat so I don't forget - Keep MAPs at 4
  12. Currently I have left it the same as now, but I am open to modifying them. They only remove superiorities of the war you are fighting in.
  13. Ship Changes Ships will shift from being inefficient infra destroyers to more battlefield control units. This ties in nicely with the blockade mechanic it already has. Ships also aren't efficient at killing other ships, so I have tweaked this a little as well. Costs have been reduced to make them somewhat more in-line with other units in the game. They will now have 4 attack options each one has different MAP costs: An attack to remove ground control (5 MAPs) An attack to remove air superiority (5 MAPs) An attack on infra (4 MAPs) A naval on naval attack that increase casualties on the enemies ships (4 MAPs) Increase the base naval casualties by 20%. Bombardment: Current Infrastructure Damages, 30% Reduced Naval Casualties (From new base rate) Naval Skirmish: 30% Reduced Infrastructure, 30% Increased Naval Casualities (From new base rate) Naval Ground Defense: 30% Reduced Infrastructure, 30% Reduced Naval Casualities. Removes Ground Control. Naval Air Defense: 30% Reduced Infrastructure, 30% Reduced Naval Casualities. Removes Air Control. The superiorities will only be removed if the battle is an immense triumph. An IT with any attack will still impose or break blockades. Ships will now have their operations cost reduced as well as to make their attacks more optimal. “Ships requires 1.5 Gasoline and 2.5 Munitions per Ship per battle” “Ships requires 1 Gasoline and 1.75 Munitions per Ship per battle.” Some explaining behind some of the decisions: Why increase MAP costs? The ability to break a superiority/control is significant. For example ground to kill planes requires it, and only kills on every successive successful attack. It therefore requires 6 MAPs. I was unsure whether to make the MAP cost 6 or 5 and went with the lesser value. I went with this because as many know, getting an IT in this game can be a little RNG and I do want people to be able to actually get use of these features without being worried about RNG ruining them. The instinctive call here will be to 'change the RNG', but I don't actually want ships to be the only focus of the next update and I want an actual new feature to be introduced next year so at a certain point I need to cut it somewhere. How do we know if this will be balanced? With this update I'd probably be relying on more testing on the test server. I'd probably even ask if you are unsure about the proposal to at least be willing to let us test it out and then give feedback which we can use to further tweak things. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Update: I am going to quickly add a different idea, and see which seems to be more popular with people. Read below: Ship changes: Ships lean more into their current damage schtick. When you attack with ships you can target any city & an improvement type (same as missiles are). Ships have a 50% chance to destroy 2 improvements on each IT attack and 1 improvement for a PV/MS attack. If you take the tactician policy, this would go to 100% chance. One other note is that this update feeds into another (Military Research) which I will be also posting about in the near future. Ships need to be more relevant for that to really be balanced, so please keep that in mind. Please note, you need to engage in discussion for me to take your opinion. I am aware that certain people like to review bomb these threads, and just saying "I don't like this" or downvoting.
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