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Theodosius

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Everything posted by Theodosius

  1. If I can get a refund for all the money I blew on Keno, I'd fully endorse this proposal
  2. Glorious, right? It would be a shame if.. something.. happened to it. I'll be in my assassination hunting shed.
  3. RCW, Whites, Makhno talk? I'll just shamelessly promote one of my favourite YT channels. It's pretty good, very well researched and made https://www.youtube.com/user/TheGreatWar. I believe this episode of The Great War delves a bit into Makhno's Anarchists and the whole mess in Ukraine in 1919
  4. A hamster poem they share a name, cute af are both, wolfy leo is my feisty betroth he likes me and i like him back well enough, world domination i left behind to kindle his fur fluff but one day, when we were walking around town, a familiar silhouette walked past down i turned around and caught a glimpse, and i was quite certain it wasn't a Sphinx my heart jumped like it has seen a knife, oh it can not be, but it surely was never forgotten, the first love of my life. a sudden emotion took my body ablaze, too late to hide, my betrothed caught my staring gaze TEsting his patience, he said -- oh the words felt like a noose, we need to go right now or all hell will break loose. but there i was, i just couldn't move and kept staring at the love i've thought i've said long ago -- adieu he turned around and gave me a wink, and it's all it took to have my engagement bethink'd fluffy was furious, but it was already too late this fortunate encounter wrapped my fate. cracking a villainous smile he pushed my fiancee away, hugged me and whispered - our love will never again be led astray, they'll all bend the knee or be a hunted prey!
  5. Good morning, friends!
  6. Alternatively place a 30-60 second timer between games
  7. tfw you missed an opportunity to use this in OP
  8. Not related to this exact situation but some people have been noticing bank loot missing from their stats in the last 10+ days or so. Example: https://npowned.net/pw-war-statistics/war/511439 PS Check DMs, I swear I'll stop nagging you about adding wars to dial up
  9. Mhearl is just the gatekeeper that brings you food, Abbas is the real chain perv.
  10. That's a nice story and all but it's a widely recognized fact that smelly Mhearl keeps you chained up in the basement of his uncle Abbas.
  11. Great, now I can't get the idea of Don Draper smuggling and selling dope in Manhattan out of my head.
  12. The idea behind my suggestions is to make offshores economically unprofitable, not outright impossible. If an alliance is willing to pay 150M for 3 offshores, then have those offshores blockaded and slotted by Arrgh only to be forced to make another offshore, that is their prerogative. Is it possible? Yes. Is it profitable? No. The second point has been addressed on the 1000 score abuse-prevention ideas. Also makes no sense as the cost of creating the offshore would still fall on your shoulders. The third point, I see nothing wrong with that. Some alliances have been doing that for years before offshores were made a possibility. The idea is not to make prevention of bank looting impossible. The ideas I've brought forward induce a way of natural decay of resources, through minimal inconsequential bank loots that would happen upon beiges. It would also bring forward a difficulty to defend offshores, creating new raiding possibilities. Bank caps are an artificial way of handling this problem and they would require constant changes and balances as the game grows.
  13. Hi y'all. In the light of bank shenanigans we've been recently witnessing with the cheaters, along with the fact that ever since it was made possible to create alliances super easily -- therefore practically keeping your bank untouchable, and after seeing @Alex's bank caps suggestion going down in flames, I've had some thoughts on how to handle the issues that have surfaced and decided to share it here. Some of you may know me, yeah - I'm that guy that loots offshore banks. So why the hell would I want anything changed, you're probably asking yourself now. As someone who has been juggling bank funds for the past few months from offshore to offshore, I dare say I am enough of an expert on it (and as any kid from elementary would quickly be able to claim their expertise on the subject as well), to say we gotta face the facts and recognize how gamey this deformed feature has become. You declare your wars, get your 8 slots filled, send the bank away, remake the alliance, voila, you are safe again. Not a penny lost. It's OP and it's gamey, and I believe we need to change it. So, here are my suggestions on how to effectively make offshoring obsolete, but still possible, without removing bank looting or any other mechanics, along with other suggestions that could help prevent shady or rule breaking bank shenanigans in the future. Forthwith, one nation can make a new alliance every 45 days. This eliminates the never ending cycle of declaring wars and remaking your offshore immediately. The purpose is clear and it can not hurt real alliance creation in anyway, as I doubt anyone except Sean Anthony is going around and making new alliances every 2 weeks. Further, for all nations one year or older, creating a new alliance should cost something. Lets say, $20M cash. The profitability behind remaking offshores in an endless circle of several government members functioning outside the alliance would be questionable, at best. I've included nation age so we do not impede on micros. (could be exploited as pointed out by ArcKnox and Dryad, better to make it a universal cost) And for an actual, real alliance creation - if you are not ready to invest $20m into your alliance creation, you should probably not make a new alliance. Also the actual figure is just an example, if the consensus in the thread deems it, it can be easily increased to 30, or 40, 50m. To prevent this from happening, as you must have 1000 score to make a new alliance, the same principle should exist for promoting leaders of the alliance. So, 1000 score for creating the alliance and 1000 score for being eligible to be promoted to the leader of the alliance. Further, to prevent abuse of setting wide bank usage permissions to circumvent this mechanic (ie, someone 1000+ score makes an alliance, invites a 0 score nation over, sets member, officer or heir-wide bank perms and leaves), if you are the only member of the alliance and you are not the leader, you should be locked out of using any bank mechanics. If there are 2 or less members in an alliance, and you are blockaded, you should not be able to use the bank. But alas, salvation would still be at hand - you can invite someone unblockaded over to help you send the funds away. This further makes offshoring complicated and creates more offshore hunting possibilities, but I can see why some people would not like this change. Nerf the bank loot formula. For example, on a bank worth $10b cash and 5m resources each, if on an average nation max looting was up to, say, 0.005-0.01% ($500K-1M cash and 250-500 of each resource, on the aforementioned example) of your entire bank, in the face of increased difficulties of maintaining offshores, your average alliance would see this loot as inconsequential, and they would likely move their bank operations back to alliance HQ. Current bank looting formula is (RAND(0, (player score/alliance score)))/3, which can be easily adjusted. However, on one man alliances, I believe the 33% max loot should still stay. You could still offshore, but with increased risks of being blockaded and completely pauperized by good raiders, etc. As the bank looting formula would be severely nerfed, the compensation towards raiding is necessary. The best way to do this is to increase nation cash beige loot percentage from 10% to 15%. I believe this is all easily implementable, it only uses already existing mechanics, and most importantly, it does not eliminate any existing mechanics, meta or impedes on players in anyway. The goal of these suggestions is clear - make offshoring obsolete by making home banking the most viable option, while *still* allowing offshoring and saving every penny at an increased risk. Tell me what you think and share any insights you have yourself. I believe there should not be any loopholes in my suggestions, but if there are, kindly point them out.
  14. Friend, he is the King's Glove. Tread lightly. Can we all just gonna take a moment and appreciate the fact we witness this infra go on its merry way
  15. Side effects: - No incentive to kick people out of the alliance, instead increased incentive to keep inactives and randoms in to boost bank caps. - While caps will force more stuff onto nations, everyone will just shuffle stuff to allies and it will be horribly confusing. - No bank looting means incompetent bank handling becomes irrelevant. - Further raiding nerf without any compensating measure to raiding gameplay aspect of the game, which is crucial for its health. However, I know your mind is set on removing this game mechanic, and we can't really do anything about it. So along with my criticism and imploring you one last time not to do this, I will also offer fixes for the problems these imminent changes to the game will cause, and try to remedy them. Fixes: - Keeping inactives/small nations in the alliance to boost cap: Make purple and VM nations not count for the cap. Bigger city counts should bring more bank size than smaller ones. - Shuffling banks and resources: Aside from making bigger city counts bring more banking size, introduce to the cap formula of every resource an adjusting measure that is tied to the total amount of that resource in the game. As the game grows, so should the bank caps. - No fix for this one. This suggestion can simply not punish incompetent bank handling. (see the edit below) - Raid nerf and no bank looting: Only thing that comes to my mind is increasing nation loot gained from beiges. If I recall correctly, cash loot used to be 25% before the last nerfing update. Bring back cash loot to what it was, and boost the resource loot by a few percentages. EDIT: - Another problem is what happens to taxes once the cap is reached, or cap goes down due to kicking/losing members. I suggest those funds should be automatically sent to the leader of the alliance that reached its cap/fell under the cap. Should make an interesting, opportunistic game mechanic (hello blockade rush) and makes incompetent bank handling punishable by player action, and yet also easy to fix (sending bank funds away when you know the cap will go down, etc).
  16. Best Rose decision in the last 3 years I know it's SWToR and all b-but
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