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Bunyip

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Bunyip last won the day on December 3 2016

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  • Member Title
    Good Mate

Profile Information

  • Gender
    Male
  • Location:
    Adelaide
  • Interests
    Urbex and hike
  • Leader Name
    Bunyip
  • Nation Name
    Northwest American Republic
  • Nation ID
    353746
  • Alliance Name
    Knights Templar

Contact Methods

  • Discord Name: Bunyip VII#8392

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Community Answers

  1. Now for an effort post: Minor improvements/QoL changes - Hide nations by activity rate (blue, green, yellow, orange, red and purple diamonds) Hide nations with higher militarisation rate for soldiers/tanks/planes/ships Set a default war type (so we don't forget to click 'raid' war type and accidentally declare an ordinary) New mechanics - Generals. Give 'General Jones' an XP bar and tactics he can use that influences the game's RNG when fighting wars. This will give players who raid often more XP - more city count means more XP like Pokèmon. More XP to the general/air marshal/admiral based on how much they attacked Equipment seizure. Steal a portion of your opponent's tanks/planes/ships upon beige (add a military action for 'scorched earth' or 'scuttle fleet' to deny this bonus at a penalty) Shore bombardment/base strike. Naval ships support ground and/or air battles. This encourages prep with navy Planning bonus - deal more damage to opponents with a MAP investment Alliance reinforcements/home guard - AA members can donate military units to defend against attacks with a hefty cooldown Other mechanics changes - People automatically go into beige for a few turns after being declared on. Prevents dogpiling and 0ing people while they sleep Don't need the second party's consent to peace if they remain inactive during the war Projects - Increase fortification % and give fortification resistance points And projects to buff and support all the above suggestions
  2. Casual people don't have to invest heavily in the projects required to get the colony to begin with, that's why it's optional to the people who choose to partake in it. Not everyone will be involved in this secondary game, it's exclusive. The people who choose to farm will continue to farm, but the people who liked the active raiding style on Orbis in the lower tiers but don't find much luck in the higher tiers are strapped for things to do; thus everyone becomes a casual by the end game. Thus is why I suggested completely different mechanics. If Planet X is going to solve the issues that Orbis has it needs to do it organically, in a way that the game mechanics support it integrally. That's why a dynamic shift in the way the game is actually played as a whole is necessary. Wack isn't the way to describe the potential for various changes, when presented with the idea of a potential side-by-side planet, there's no reason to have it be essentially the same; if you want that just play on the test server
  3. Orbis has a long and drawn out history. With the introduction of the new space program related projects, it brings forth in the mind the potential for colonisation. The idea goes that those with the right space-related projects, one can develop a new colonial country on a second planet, let's call it Planet X. Fulfilling much of what the test server does now, but with real ingame benefits, the Planet X colonisation project can act as a staging ground for new and exciting mechanics that otherwise would not see the light of day under the present Orbis way of gameplay. I think of this in the same way that the Builder Base functions in Clash of Clans, a secondary, smaller yet distinctly different game that can act as a sequel to PnW. Some suggestions for how the two can interact: There are no alliances on Planet X, or, colonies on Planet X can be run collectively by an Orbis alliance Colonies on Planet X have special projects that can lend passive buffs to an Orbis nation, increasing specialisation and intranational diversification Completely different war mechanics, such as a 1v1 system of fighting with a single 'active war' slot that combines offensive and defensive, where players make their best attacks and win money and resources within the space of, say, 8 hours (would have to be an opt-in process), preventing the slow and time consuming farming gameplay of regular Orbis PnW. Could call them 'skirmishes' Resource production and management styled in a distinct way, where one can 'offshore' money and resources back to Orbis but it is one-way. It does not come back to Planet X There are plenty of distinct, new and exciting ways to play PnW that could require people to continue actively playing the game after they reach the city count plateau where, if one is in a farming alliance, there is no reason to continue logging in each day aside for some small bonuses or the occasional war. With a different game mode that promotes active gameplay, like another planet entirely, the problem of inactivity for larger nations may be solved.
  4. Britannian Rookie mistake
  5. i can't believe it's not butter

  6. I did this to gain your favour The only thing TCW sponsors is the procurement of elephants and the baking of bread
  7. you ever think about how planes fly? Like they're really heavy and they don't even have hollow bones

  8. - yeah I did but that didn't stop me Such a shame I won't get the chance to flatter her again ?
  9. Pizza time ?

  10. I presented something like this earlier for when Arrgh! was thinking of ideas to revitalise. Removing the cap on updeclares and infinite offensive slots was my idea, and if you're worried about balancing such a thing then you could combine the two in a project: You can now declare war on as many people as you like as long as 3 are within the classic war range, all other wars must be above 75% of your own score. Making it a project is good too since you know, there haven't been new projects in forever and a day
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