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Prefontaine

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Everything posted by Prefontaine

  1. Alex had a plan, a year plus ago to rework some things that are tied into approval, policies, etc... As far as I know that's still buried on the back burners. If/when it gets moved up you'll see a large thread from me regarding it.
  2. Currently one of the ideas floated in balancing a beige rework that allows for a full rebuild in protection would be units coming out with an "inexperienced" status which makes them a little less useful. If something like that does end up on the final version of a beige rework then unit experience in general will become a topic.
  3. The last we visited raw production changes, it was through direct output changes. As raw resource production (non-food) is most useful to new nations, putting a project requirement on it is not ideal. All of that said, when we were considering making increases it was decided to not. I don't think increasing raw production is anywhere on our considerations at the moment, but if it comes back I highly doubt it will be project-related.
  4. Some players/groups mass downvoted individuals to impact reputation negatively. Some people felt bullied, some people didn't want to have someone go back and downvote about 1000 posts because they were unhappy with something involving that person. The downvotes are there, as others have said, to express dislike. They're particularly useful for me in gauging interest on new topics. Players can also pitch what may be un-popular ideas without worrying about it impacting their reputation. I don't see much of a problem with adding more reaction options, but I don't see us getting back to downvotes lowering rep anytime soon.
  5. The Academy Awards. The Oscars.
  6. I thought Roasis was being called “Bollywood”, and the war was being called “The Academy Awards”.
  7. Good news, after speaking with Alex we're going to start working on the custom alliance permissions/rolls. I wanted to do a last survey if there were any custom permission abilities people wanted to be able to give out. Bolded items have been added from this thread. The current list is: View Bank Manage Bank Change Rolls Only leader can change all rolls permission, this will allow all rolls below leader editting. Ability to see spy count Ability to see daily reset timers Edit tax brackets Accept members Remove Members View member caches Edit alliance description
  8. Regarding spies, I'll say this again. If you have spies being built too quickly, the point of spy attacking is heavily nerfed. The concept it that you spend some time getting their spies killed then you have the ability to use that window to disrupt units and such. If people can rebuild too quickly, it makes that window virtually non-existent thus making the point of spies also virtually non-existent. In the same vein bumping the spy build count even by double doesn't get the person out of spy lockdown, it just makes it slightly more annoying to keep them down due to having to increase the frequency of spy vs spy ops. Ideally, the solution is active duty spies and inactive spies. The outline for such is below:
  9. Prefontaine

    WTH

    That’s fairly rude. We’re not deserted.
  10. Something not yet added, but does give some increase ability to ships. Regarding the ability to kill planes or tanks after a blockade that would need some talk beyond me just going "I like it". I'm posting that thread into the Dev channel for discussion.
  11. Do planes consistently kill more ships than naval? The first one particularly. Two of those is basically the daily rebuild count of ships. While I understand the thinking behind you lose ships when planes don't, but you've had to clear the skies to get to that point. If the plane bombing rate is on par with these kill rates, I think the idea may be to nerf the plane kill rates of ships slightly and maybe buff the naval kills slightly as well. Something like 5%-10% for each.
  12. The problem is making spies quick to replenish is that so many of the spy ops become constantly spying away spies versus being useful to destroy units or something like that. You either need to be able to rebuild spies in a protected manner so that you can move them to an active status all at once and they're useful and/or we need to reduce the ability to lose so many spies at the start. Being knocked out of your spies would be okay if there was a way to rebuild them without having them constantly spied away. Currently spies get knocked out very quickly and you can never really come back unless the enemy forgets to spy you for 2 weeks.
  13. I figured spies would be one of the more glaring issues. I've added it to the OP, we don't need more posts about spies. If you want to echo the sentiment about spies needing a reduction on their blitz capacity versus other spies, then simply upvote any of the existing posts about spies to show support. Thanks.
  14. Been trying to get Alex to change city score for some time, no luck thus far.
  15. Something beyond these changes that Alex has not implemented yet?
  16. With the previous war having recently wrapped up and the current one just beginning I'd like to start a general discussion thread of what needs to be tweaked besides beige mechanics, that will be its own discussion later. Posts about beige will be deleted to avoid thread derailing. This thread is more for things like "Spies still kill to many spies", or "Air should kill less ships", those sort of tweaks. All combatants please share your thoughts and I'll work with the dev team and Alex to implement some tweaks down the road. Thanks! List of changes to consider (Being updated as we go): Spies kill too many spies Perhaps need to up spies produced per day Perhaps need a protected way to rebuild spies
  17. Saw debuff, my mind took that and turned it into buff as this thread was about buffing land's impact on raw resources. Never mind what I put above.
  18. I believe there is a rule that supersedes espionage ranges with nations you're at war with. Lets say we're fighting and you beat me down so badly I'm outside of your spy range, since we have an active war you can still spy me. This would likely supersede any beige restrictions on espionage as well.
  19. Too easily exploitable. Nation A declares war on nation B. Nation A and nation B each send a ground attack with 50 soldiers and nothing else to intentionally do no damage and gain benefit then peace out of the war. Repeat process every 5 days.
  20. I like the idea. Putting it through to the dev team. Problem would be hitting someone with this in mass. Right before update hit them 3 times over a couple hours keeping them at 10 MAPs, then continue to do so for 6 hours after update. Kinda rough there. Perhaps something that limits further the frequency a nation can be hit with this in a given period?
  21. I know this has been brought up in the past, I don't remember the reason for it not being implemented. I'll nudge @Alex on this one. I also merged the two threads with the same suggestion into one.
  22. This. While I wouldn't call it "way overpowered", increasing it's power while it remains indestructible is not a good idea.
  23. One of the mechanics discussed in possible beige rework scenarios is that when coming out of beige, units made during that period have an "inexperience" level that causes them to perform offensively less efficiently for a set number of turns. The idea behind this was if beige allows nations to get a full unit rebuild, the attackers would still have an advantage that they worked for in their opening attacks. Again these are things still in the brainstorming phase, so I'm not going into depth on the specifics. I did link this thread to the dev team for discussion.
  24. I don't see this changing at this time for reasons most people have already brought up.
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