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Frawley

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Frawley last won the day on January 8

Frawley had the most liked content!

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About Frawley

  • Rank
    Glorious Leader

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  • Gender
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  • Alliance Pip
    New Pacific Order
  • Leader Name
    Frawley
  • Nation Name
    Stangerites
  • Nation ID
    14102
  • Alliance Name
    New Pacific Order

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    Frawley

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  1. Frawley

    Alpha - Oblivion War End

    Coincidently I'm working on something like this at the moment, but trade tracking and bulk markets are taking priority.
  2. Frawley

    Alpha - Oblivion War End

    Didn't really answer any of my questions tho.
  3. Frawley

    Alpha - Oblivion War End

    I debated adding this feature last war given calculating income is trivial, but the question becomes very subjective rapidly. E.g. Who gets to claim the lost income as damage, what is the baseline, is it pre improvement swap, or post, how long do those that damage infra get 'trailing commissions' for, I mean if I nuke a city day 1 and they don't rebuild for 3 months is all that damage mine, despite others preventing the rebuild... Always happy to hear ideas/answers though.
  4. Frawley

    Alpha - Oblivion War End

    It's stat site official now, any remaining wars will keep accumulating damage. https://npowned.net/pw-war-statistics/
  5. Frawley

    The Fraggle Quest To 1000

    Could a Mod move this to National Affairs as it clearly does not meet the definition of an OOC post.
  6. Frawley

    Alpha - Oblivion War End

    Glad to see this resolved. o/ Alpha
  7. Frawley

    IP address bans for alliances

    Do you not see IPs on forums?
  8. Frawley

    End off-shore banks for Alliances

    Alliance Bank looting targets those who don't have the infrastructure/resources to get around it. The volume of scripts that hit this game to protect banks would also reduce if the mechanic was removed. On the flip side it might reduce the scope for surety and trust services metagame, but its not a huge part of it presently either.
  9. Frawley

    SNN-Too big to fail

    Funnily enough when Rado was interviewed by Orb Weekly, I asked two major questions. Firstly, why does management not have a stake in the bank to align interests, and secondly why there were no financial statements. Guess we now know why...
  10. Frawley

    Pantheon workout routine to shave off all that extra infra

    It is sad that I laughed at that. Also, stats! https://npowned.net/pw-war-statistics/conflict/8
  11. Frawley

    Our not so secret war

    https://npowned.net/pw-war-statistics/conflict/8 Stats
  12. Frawley

    Fixing the war system

    This is a terrible idea presented well. Your enhanced coordination is just the potential that a couple of smaller nations might potentially destroy a small amount of infra until the whale comes back online and takes giant chunks out of every city it hits after re-maxing military. This would actually make the current coordination required to suicide into whales and get them to a sustainable level of military entirely useless. CN has a mechanic like this, and its also dumb, its why the only things attackers fire when vastly outgunned in CN are nukes as you can never compete conventionally so why bother. With Nukes being almost totally useless in this game, this makes upper tiers unkillable.
  13. Frawley

    Enable Alliance Leaders to Set Embargoes For Members

    This misses the point, if you want the mechanic to cause drama (aka alliance wars, no one gaf about nation wars), then it needs to be easy to enforce, your suggestion just makes it a mechanic that won't be used in any serious context.
  14. Frawley

    Increased Costs to Build New Cities

    Okay, have now had time to have a proper read through the thread, I think the underlying idea is great, but I don't think this specific implementation is ideal. Use of Raws: Raw resources already have an incredibly reliable sink, manufacturing. Presently in game due to this, there are at least 5 manufactured resources for every raw resource in existence (Oil: 24m tonnes, Gas: 130m tonnes). The price that we pay for raw resources on the open market is structurally linked to the price of manufactured resources, and I think this dynamic is one of the selling points of the game. Cities need Steel and Aluminium, Gas for Yellow Goods, and Munitions for large earthworks for an ingame justification. Starting City: As suggested in other ideas I have posted, setting additional hard numbers where costs come into play is not ideal for a game that is presumably intended to grow far larger than present. I would use the average number of cities in the game for all players over 10 cities (as the point where the timer comes into play). Banking: Honestly, whales became whales in this game because they were good at managing income and expenses, the math in turning off the lending taps makes no sense, and the first major to pull their funds will be the biggest loser as the remaining whales will all of a sudden see an increase in rates because of the reduced supply of cash (supply and demand et al). Retroactivity: Regardless, this can easily be addressed instead of charging resources at the point of the next city, charge for them now, and allow nations to turn on the cities gradually. I would implement this the same way that powered cities are implemented, for each city over the cap on the day of the change, an investment indicator that is linked to a city investment page, the city investment page has the number of resources required to turn it on, those numbers can be reduced to zero in order to turn on the city. This might allow for future expansion of the city building mechanics as well. Pricing: I'd double the costs personally, as well as start them earlier (see above). Infra: Also a great idea, perhaps 0.25 of each manufactured for each level of infra beyond 1000 infra, there would be no need to make this retroactive, as infra is cycled through on a regular basis. Band Aid Fix: People buy cities all the time, and if it was lowered from 20 cities the the average, then it would be regular enough to actually sink resources into. TL;DR This should come it at the average of cities over 10, not city 20. It should use all four manufactured resources, not raws, double costs, 1000 infra is too little. It should be retroactive., with cities turned off until the required investments are made. Do Infra too.
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