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Holton

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Posts posted by Holton

  1. Who cares what they did there? This is Orbis. We are creating change and they want to help

     

    You aren't creating change.

     

    There is no more classic-(That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways) tactic than the treaty-web bullshit that you guys pulled this war.

     

     

    Different sides isn't change.

  2. Today I spent like 20 minutes loving star wars and dismissed the notion that the death star, or the executor, or the second death star, or any of them combined were anywhere close to superfluous spending on the part of the Empire.

     

    The GDP of Earth is estimated at a little over 100 trillion dollars with about 7 billion people living here. Coruscant's population alone is estimated around 2 trillion but we're not even going to look at that single-planet GDP. The death star cost "more than 1 trillion credits" to build and assuming standard naval salaries as compared to US Navy salaries - the total cost per year for salaries of the crew would be $55,147,830,000 even looking at the cost in terms of materials is trivial when you have literally immeasurable numbers of uninhabited worlds, asteroids, and mines to pull material from.

     

    Not only is the death star a trivial project for the empire to pursue it's a doable, in terms of money, project for Earth alone. Even if you consider my salary numbers conservative and double them - you're still looking at a project that Earth could support by itself and the Empire literally has 1.5 MILLION worlds, multiple ecumenopolises, and 69 MILLION colonies. That is almost an unimaginable economic scale for us but what that amounts to is basically infinite resources. So !@#$ the death star haters

  3. I follow the Chicago Fire and we sucked balls last year.

    Doing meh right now.

    Sounders is the ONLY team I like from the city of Seattle.

     

    ATL and Chicago doing well this season. 2-2-1 at #3 and #4 on the East Conference table. Looking good!

  4. ODP's should be the maximum people in this world should sign. Otherwise you are signing away your sovereignty (by declaring blind following in a Mutual pact) or you're signing away your honor (by choosing to ignore a mutual pact and treat it as an ODP).

     

    The mutual pact stems from laziness on the part of inactive allies who can't be bothered to actually put the effort into politics. They would rather be comfortable hiding away in the treaty web with a few M-level treaties to make people think twice about hitting them.

  5. Whatever happens, I know I'm going to instinctively hit NPO. This new treaty web blows by the way. Good job everyone smh. I still love me some tS and TKR.

     

    Thank you for being the voice of reason in a sea of insanity.

  6. In (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways), PnW, PT, PN, and every nationsim we've seen the same pattern repeated. Politics happen a bunch in the beginning, there are clearly defined sides, and conflict keeps interest. Over the next year or two, people begin doing FA work and naturally treaties are signed. But what happens when I sign with someone I like, who is already treatied to 3 people they like, and each of those has ties to various alliances? A web forms. A choking, crushing, interest-killing, and eventually game-ending stagnation begins because while everyone says they don't want to clog the web - they can't help it. You lose wars if you don't "play the game". So how the !@#$ do we avoid this bullshit?

     

    In the spirit of incentivizing competition, creating new political dynamics, and generally pushing more conflict into the game:

     

     

    Step One: Create a limited number of in-game treaty slots. Like 3.

     

    Step Two: Provide bonuses and penalties. Alliances your treatied with have access to your shared markets, share treasure bonuses, have access to shared announcements, a percent of each treaty partner's color bonus is added on to your income etc. Trades have tariffs applied to them that get negated by the in-game treaties so non-allied people have to pay extra on your trades and vice-versa (it's very important the game adds this on, not the players themselves as to facilitate a "need" to treaty people).

     

    Step three: in-game treaty slots hopefully matter enough to create feelings of alienation and even animosity - leading to conflict... "oh you let them into your slot but not us?" etc.

     

    step four: ??? politics here.

     

    step five: more conflict

     

     

    Suddenly, people who have overt amounts of treaties either have to strategically organize groupings that will evenly distribute economic bonuses - or end up alienating the "left overs" that are excluded from the treaty groups.

     

    Ideally this would create artificial competition for the treaty slots and create artificial conflict via exclusion. IDEALLY shattering or splitting up the clogged treaty web and permanently 

  7. I'm very confused as to how this isn't just a simple ban and move on.

     

    If these people care so much about "winning" in this game, take the game away from them. What's the point of playing a game where half the people automate their nations to such an extent...?

    • Upvote 1
  8. Since this is a balanced game without any massive exploits in the combat system, I would like to bring to the attention of the administrator an unfortunate bug I have noticed while playing Politics & War.

     

    Even though ground attacks and naval attacks can do significant damage to other ground and naval units, someone accidentally made air units capable of attacking all units, which doesn't fit with the other unit types.  This bug also seems to have made it so air units do way more damage than ground units to other ground units, and more damage to ships than ships can do.

     

    Clearly this is an oversight by the developer and not intended to be in production, so I'm glad I can bring it to the attention of the developer.

     

    Currently testing changes that would fix this problem on the test server. Namely, changing Ground Control so that when you have it, you destroy a % (1%,2%,3% depending on victory type) of your opponent's aircraft when attacking.

     

    Wow. Suggestions and proposed changes that I actually agree with.

     

    This is weird.

     

     

    I think planes should be allowed to hit all their current targets because that's just realism. Nerfing their damage and/or adding in some sort of anti-air unit that isn't just the opponent's aircraft is fine by me. Just make sure to use a scalpel, not an axe.

    • Upvote 1
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