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Reda

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  • Leader Name
    Reda
  • Nation Name
    Google
  • Nation ID
    53397

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  1. I see what you mean, it could be 75%, 50% though... I think it would require some testing to know what works better. In my opinion, 100% would be fair. To get to 100% it would take 30 MAPs... if you are Fortifying for 30MAPs your opponent could have made 7 Naval Attacks = 98 resistance. You improved something in 100% but you gave up winning the war, I think it's a fair trade. For example: Reducing looting in 100% - you'd reach the 100% level only for the last attack, before that your opponent is still looting you at decreasing rates. Or it could be a fixed percentage as well, but maybe more than 10%, could be like 25% for a one-time fortification.
  2. I think we all agree that Fortify is almost useless the way it is now. Fortifying can be considered the same as surrendering in most cases. I suggest implementing multiple fortification options that could create an interesting complexity to war mechanics and a better balance between attack and defense. Here are some initial ideas: - Reduce looting by 10% (3 MAPs; cumulative up to 100%; reduce enemy looting efficiency) - Increase looting by 10% (3 MAPs; cumulative up to 100%; increase your looting efficiency) - Reduce enemy ground, navy OR air efficiency by 10% (3 MAPs; cumulative up to 100%; your enemy would make 10% less damage) - Increase ground, navy OR air efficiency by 10% (3 MAPs; cumulative up to 100%; your military would make 10% more damage) - Block your enemy fortifications (6 MAPs) - a bit radical but it's an idea - Reduce your enemy MAPs by 1 (3 MAPs) - Increase resistance by 5 (3 MAPs) - Increase or Reduce resistance loss made by ground, navy or air attacks by 1 for every future attack (3 MAPs) ... Other suggestions are welcomed!
  3. There could be an option for alliance management to allow anyone to deposit into the alliance bank, even if they are not a member. This could help private banks that work as an alliance to receive Loan payments from their clients and provide better services, without using Trade and individual nations in the process. Alliances, via control panel, could enable bank access or not to non-members.
  4. There are some Menu items that can be enhanced to improve the user experience. For example: Alliance --- Members --- Management Lists --- Market Sharing --- Announcements --- Map --- Wars ... etc This should work as a drop-down menu for fast selection of the subitems instead of loading the whole Alliance page. When the alliance page is loaded the menu subitems become useless because I can access their pages normally via alliance page already. Same works for 'Military' and 'Trade' on the menu. 'Cities' could also have a drop-down fast selection for my cities. Less important, but 'Leaderboards' can be an example as well. I think this would help addicted players like me from saving a lot of extra clicks and definitely improve desktop and, of course, mobile experience. The menu items already have the subitems, so I think to make it have a drop-down isn't going to be hard and the user experience can be greatly improved. Thank you, Reda
  5. I approve it. Here is an idea: I wonder how the war mechanics would work if we could choose between different types of 'Fortify', for example: - Increase 5 resistance points, or - Increase damage to the opponent (15% cumulative for every fortify, up to say 75%), or - Reduce loot from ground attacks (15% for every fortification, up to 75%), or - Increase own ground, air or navy efficiency by 25% (smaller nations could use it in a way to better resist down declares and create fairness - in exchange they lose 3 MAPs fortifying) ... and other options. I think it would create an interesting complexity to war and strategies. It would enable different strategies, defensive or offensive.
  6. The 99999 imposed limit on trading seems to be unnecessary. Players still are able to repeat offers and create bigger offers, but this work could be avoided. Let players just freely offer whatever they want to offer in the market
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