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TheSnipe

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About TheSnipe

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  • Gender
    Male
  • Location:
    EDT
  • Leader Name
    TheSnipe
  • Nation Name
    Blitz
  • Nation ID
    36463
  • Alliance Name
    Church of Spaceology

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  • Website URL
    http://www.shorelifecomputer.com
  • Yahoo
    njersey26
  • Skype
    njersey26
  • Discord Name: TheSnipe

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  1. Same thing here: extremely graphic content sent via in-game message. Will not show content unless requested, this is a ban-able offense as per the TOS on multiple levels.
  2. Hello, I'd like to present something about current exploits I see taking place using loopholes in nuclear missiles and income. While all military buildings affect how much soldiers/tanks/planes/ships you can buy per turn, it is based on the size of your nation and amount of buildings per city, yet nukes and missiles have a limit of one per day. The problem is that while soldiers, planes, tanks and ships are tied to cities and infrastructure, the nukes and missiles are not. The only requirement to build a nuke is to have the resources and project to do so. The exploit some players are doing is to build a nation with negative cash flow, producing the raw resources. Selling the raw resources for cash, and acquiring just enough to build a nuke or missile. This means you can accumulate a limitless amount of nukes and missiles without worrying about your infrastructure or buildings, using this loophole presents an unfair military advantage over the rest of the players. A few years ago, we had a similar issue with spies. Some nations started accumulating spies even past their economic capabilities and that proved to give them an unfair advantage over the rest. The solution was to put an arbitrary cap on the amount of spies per nation. After talking with other concerned players, we came up with a few options to limit how many nukes a nation can have. 1) Have there be a limit on how many nukes and missiles people can have. Perhaps, it could be 5 per city. This would be similar to other military units. 2) Have the ability to only build 1 nuke or missile per 500 infra in your nation. Thus, a nation with 50k infra would be able to have 100 nukes and 100 missiles. 3) Have an arbitrary cap on how many nukes any nation can have. This would be similar to what happened with spies years ago. As a suggestion, perhaps 100 nukes as the limit. 4)Add a project that could increase that cap for nations that want to retain more nuclear weapons. (Like 120 nukes cap) 5)A) Have no limit on the maximum number of nukes; but, there would be an upkeep cost with a penalty, some nukes would be destroyed each turn that your nation's income is in the negative. 5)B) Have a higher limit on the upkeep cost per nuke/missile, if your nation cannot pay for it, they are destroyed 5)C) Have military units be destroyed if that nation suffers from negative income at a set rate. (For example: If a nation only has nukes and missiles and it cannot support the upkeep, then a nation would lose one nuke or missile per turn.)
  3. *Comes out of hiding* Hilarious Thrax! Happy Spacemas to all!
  4. After an event filled day of confusion, contention and administrative head-spinning the dust has started to settle. Among the chaos Viridian Entente fell to a coup d'etat through the actions of a lone individual vying for power. We see these actions, as well as the current government of Viridian Entente (VE) as illegitimate and the Holy Britannian Empire stands with the true and legitimate government, now under the name of The Viridian Entente (tVE). As per our stance, Britannia's treaties of Mutual Protection and Optional Aggression Pact now has been transferred to the government of The Viridian Entente (tVE). Any agreements or treaties with the illegitimate government of VE is now considered null and void. HBE will continue to monitor the situation, however recognize the rightful government established in tVE while their internal conflicts are rectified.
  5. Nation Name: Blitz Nation Link: https://politicsandwar.com/nation/id=36463
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