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Soxirella

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Everything posted by Soxirella

  1. Warning this post is radio active o/ Nukes
  2. Actually, Double Buying is not a valid point to disagree on this idea, and I bet Sheepy would agree with me here. Double buy is an inevitable game mechanics that goes against Sheepy's intent to not be able to buy all your lost troops in one go, and double buy lets you buy twice as much as otherwise intended In addition, just because you can buy troops after day reset doesn't mean you will, or have the means to do so. You can still double buy, but at your own convenient time. I do not understand .your example, but definitely feel there is no need to code around anything. As it stands, due to my IRL geographical location, I cannot double buy unless I loose sleep, which I won't. People in the same location will also not adjust their times beyond reasonable. A good alternative would be to have just two choices for day change. Either GMT 0 12 AM or GMT 0 12 PM. Depending on your location, you can choose one of two places, and there will not be too many variables in there.
  3. Sheepy did a favourable thing for most of his players by moving the Day Start to GMT 0, but this idea takes it a step further and makes everyone super happy. Some of us play in the office, some during relaxed times in the evening and some always. We should be able to set our own day start. I am guessing the date variable for the date start is a constant value in the code. We just need to add an extra field in the player's table for day start and use this value and not the fixed constant. This may also spread out the server processing a bit, since not everyone's day change actions are processed. You can give us the first day change from GMT 0 for free, but charge a credit for future day changes. People may want to use "day change" change for personal reasons or strategic.
  4. Given that we can only destroy/build one improvement at a time, it gets really cumbersive to keep doing so back and forth often. This could be for war/raid or an infra jump, or a lack of resource and realignment of improvements, etc. To ease this area, I suggest the following three, any one can be implemented based on ease and feasibility. 1) City Template - This view is basically a dummy city (so you can use the same existing forms), and the default infra will be the infra in your second lowest city. The user sets the improvs he needs and then applies it to all other cities. By default the code can build the infra from left to right - power, resource, manufacturing defense, and top to bottom, so if the actual infra in a city is lower, it can skip and not build the last few improvs. 2) Peace/War Mode Template - This is like War Mode city in CoC, where players usually have a Farm setup in their Peace Mode map and a strong defense in War Mode. Same concept, but with improvs 3) Input Box - Instead of arrows, have input box where user can type their numbers and can build/destroy in one go.
  5. I agree with that too. Just putting this idea out there, since Baseball teams can be a true prestige and Sports/Olympics prestige matters in real world nation building. I'd be happy to help code, if Sheepy wants.
  6. I meant what Flanderlion said, but meant that everyone plays only one game a day, and no more manual Away games. However, after reading and agreeing with Andrezj Kolarov, I think the automate daily games should be single round elimination games, but still everyone plays everyone, daily. This can be a league game to determine the Top Baseball team per season. In addition to this, players can play many other friendly away games. Example: There are eight nations A-H, all match ups are random and single round elimination, as in Tennis First day A plays H - A wins B plays D - D wins C plays F - F wins E plays G - E wins Second day A plays F - F wins (to determine Top 2) D plays E - E wins (to determine Top 2) H plays B - H wins (to determine 5-8) C plays G - G wins (to determine 5-8) Third day F plays E to determine 1/2 A plays D to determine 3/4 H plays G to determine 5/6 B plays C to determine 7/8 Fourth-Sixth day - No games to rework your players, stadiums, etc. Hope that makes sense and is more acceptable. In addition to those daily 4 game auto generated, plays can play Away/Home games that don't influence the above.
  7. We already have resources, commerce, expenses generated every turn. Similarly, we can have baseball games generated at random once a day. This way, we can manage the team and recruit people and train them, but no need to micro manage too much.
  8. Thanks for pointing that out in ALL CAPS, else I'd probably not realise there isn't any relation to one's post count and them being a <insert term here that'd probably get me banned if written>
  9. With the latest announcement, I see that the new Perks system is very similar to my R&D Lab idea. The additions to Perks in my idea is the ability to use those modifiers for non-military purposes as well and that the points accrue based on the number of improvements dedicated to research and not based on a constant turn by turn growth.
  10. Somebody should edit that pinned suggestion thread. I was totally misled into wasting all that time writing in a detailed suggestion and giving equally detailed replies.
  11. The Pinned thread in this forum told us to write a detailed and considered suggestion to get proper feedback, but I see the short topics have the most replies in here. Perhaps, I should have written a one line suggestion. "Let's have an R&D lab that will generate points that can assign modifying bonus to various resources and military ability."
  12. How about something like inter-colour raids? When a treasure spawns in any colour, either automatically (top 3 score) or voluntarily, three champions of that colour are chosen. A champion can be challenged 48 hours after a previous challenge. Anyone in the other colours can initiate their intent to challenge a champion, and must have at least 5-10 votes to be able to challenge. The winning champion in this battle of the champions will have a sum equivalent to their score reduction awarded from the banks of the Top 10 alliances in the loosing colour - based on the ratio of their alliance scores. Although, either champions can concede defeat at any time after the challenge starts. If the side having the treasure wins, they get additional bonus for defending, else the treasure passes to the other colour for that month or whatever time period. With every defense of the treasure the increase in bonus should be exponential. Conversely, the bonus from capturing that treasure should also fall to the attacking colour. In other words, if a colour challenges another and win on the first go, let's say the bonus is 10%, had it lost and another wins on the second, the bonus treasure should fall to 9% and so on without a cap. This will prevent perpetual challenges.
  13. LordRahl2, this does not add another formula, rather it adds a modifier. How and when you choose to use those modifiers will differentiate you from the others. Some will use their modifiers on attack, some will use it on defense, some will use it on resource production, some will use it on resource protection, etc. Is there are possibility of two or more nations following the same research and use patterns, sure, but the idea does add more variability into the game and breaks down groups of generalization further. In other words, instead of 100 players having the same nation build, you may 10 different nation builds by 10 players each - depending on their style of play and current time commitments. Placentica, the research improvement will be like any other resource improvement, it will continue to generate 1 or 10 points per turn, the number doesn't matter. It's just like any other commodity. However, with every use of the points, the cost to use it further increases. Let me give you an example... Take a few improvements or features: Food Production Power Production Military Soldiers Military Aircraft Now let's say you have accumulated 100 points and that is the minimum cost of using your research points. You can spend those 100 points on increasing your food production. I am thinking a ratio of 1:10... in other words, the increase in food production would need to be done 10 times to equal the production from 1 new resource. So now your status will be like this... Food Production - Yields 10% more Power Production - As usual Military Soldiers - As usual Military Aircraft - As usual Now since you have used your research points once already, the next time, it will cost 10% more to use it again. In addition to this, it will cost additional to use it on items you have already used your points earlier. So here's the new cost of research... Food Production - 165 points Power Production - 110 points Military Soldiers - 110 points Military Aircraft - 110 points There should also be a maximum of 4-5 research possible on one item. Soon the cost of researching a new bonus and to research additional bonus will become prohibitively expensive, but that's the catch. Nations can choose to either patiently research and grow their nation or to grow as fast as possible. I give you a scenario... Nation A produces steel and spends their money on growth as soon as they get it and grow to 10 cities and 3k infra within two months. Nation B produces mostly research points and spends whatever little money on resources or deposit it into the alliance bank. They also research military improvements to the max. This may take them six months, until which they have only bought 1-1.5k infra. During the seventh month perhaps Nation A has grown to 5k infra in all their cities. However, Nation B with funding from their alliance now quickly grows to 5k infra as well, but at the same level of infra, military count, and activity level, they can easily cut down Nation A to size. Perhaps, they do not need 5k infra, but rather need just the points to be in range of Nation A. Another scenario is that they do not need to grow at all. Let's say in round 1 of the war, Nation A has lost 2k infra. Normally they may be able to defeat a nation at 3k infra in round two due to higher number of projects, but Nation B has researched military so much that they are able to match Nation A. Still one more scenario... forget Nation A. Nation B has just attained 1.5k infra after being patient for 6 months. During this time, another Nation C has grown really fast and reached 1.5k infra in 2 months. Guess who wins at equal infra and numbers.
  14. That's what I was going to say. A drop down will let you jump to a particular nation and save clicking on Next/Previous multiple times. Although you could also combine a drop down with next and previous.
  15. Right now, most things in the game is formulaic. If you have X number of Resource buildings, you'll have Y amount of resource / turn, if you have X number of Barracks, you'll have Y number of troops yielding Z number of military points, etc. Sooner or later, all nations will have pretty much the same configuration of buildings at their level and the only thing that'll differentiate one player from the other is their level of activity and the time it takes to recover from post-war damage. This may not be good in the long term, since everyone can't have the same level of activity for many months/years and they may not want to be too active. One way we can add variability in the formulaic nature of the game and to some extent address activeness needs is to introduce the ability to assign bonuses to the formula based on your personal preference. Essentially, the R & D Lab will yield a new non-tradeable resource - research points. These can be used to assign bonuses to your other improvements. Some may choose to produce more resources, others may put it into military, etc. Thus, at the same number of buildings and military config, the outcome will be different depending on how you used your research points. The more you use your research points, the more expensive the subsequent research will be. Some people may choose to keep their nations small and research more to be more powerful and effective at that range, others may choose to grow as fast as possible without research. This will also be not too difficult to implement in the code. Basically, you need to add another variable called modified (default value 1) as a product to all existing formulas. Then you need to develop an interface to input the variable value for each building or nation feature. In addition to the existing improvement buildings and military, we can also use research points to develop better defenses that make it more difficult to be attacked or improve banks to be less raided. On that points, while research cannot be sold, it can be deposited into the alliance, to be either used in the alliance bank or help another nation grow.
  16. I don't think arranged marriages have anything to do with religion. It was even done in the West until a few decades ago and is still done in the East. Also, arranged marriages are not forced, except maybe in child marriages. The marrying adults do give consent. Although some people may be pressured into marrying, but the consent is needed regardless.
  17. Hail Oculus o/ Oops!! Wrong game. Just posting for my $50k third post. Also recently joined one of the winning alliance.
  18. It's either surprising that this thread has reached Page 18 or interesting that it has only reached Page 18!!
  19. Nation Name: Jusmania Nation Link: https://politicsandwar.com/nation/id=26795 I play Cyber Nations as well.
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