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Dio Brando

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Posts posted by Dio Brando

  1. I agree with 1/3 of the persons listed above. Dunno what Sval did, but he seems all right. Mitsuru is awesome though, he says what he wants to, without beating about the bush and doesn't bullshit his way through conversations; that's an admirable quality to have. pls no bulli da cute seal

    Image result for anti bully ranger gif

    • Upvote 6
    • Downvote 1
  2. 1 hour ago, Rok Semloh said:

    Pretty straightforward: (1)very few wars bother to use ground forces, and certainly not on the scale (2)they used to.

    (3)In a real war, ground forces are absolutely key to a true and complete victory, yet in the game (4)the first person to spam the most ships (and (5)sometimes aircraft) wins the war.

    (6)Make the three types of victories, Naval, Air, and Land all do the same amount of resistance damage (12) so that strategic decisions incorporating more than just 80% navy and 20% air are viable.

    (1)Uh... no? Every single war I've been in, ground forces have played a huge part in bringing the enemy down.

    (2): Used to...?

    unknown.png

    Hmmm, something is wrong there. If you are a re-roll, and are referring to the '6 Ground to Win a War', I think that that's so far in the past it's almost irrelevant to really talk about that.

    (3): This is not real life. It is a nation simulation game. Realism is pretty much irrelevant.

    (4): If you lose to someone spamming ships, you are either not fighting a well balanced war, you don't have a suitable navy, or the other guy's retarded. 

    (5): Airstrikes actually reduce the least amount of resistance per MAP out of all conventional attack types, not sure what you're getting at there. If you mean to say they are the most OP, honestly, I've seen someone with 1440 jets have a hard time taking down someone with 800 jets, simply because the 800 jets guy had ground control. If anything, ground offers an already solid counter towards air.

    (6): lol

    • Upvote 2
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  3. Having had been in contact with various players of P&W struggling to truly keep up with alliances that have to a great degree automated data collection, analyses techniques, and thus predictory power, and after reading jroc's previous thread about Prometheus (A Saner API), I thought that such an initiate would be a good way to both educate, facilitate and help others along their way when it came to programming.

    I encourage all players willing or wanting to learn more about programming, or simply being there to ask questions about our aims, to join the Discord. o/

  4. The payoff for allowing non-friendly elements to take up your slots is:

    a. you are dealt damage by the enemy (-1),
    b. you pseudo-provide the enemy with money (-1),

    The payoff for allowing friendly elements to take up your slots is:

    a. you are dealt damage by friends, (±0)
    b. you do not provide the enemy with money (+1),
    c. you deprive the people/person who targeted you of their money by it basically being returned to you eventually/kept by friendly elements (+1),

    So the damage dealt to you by friends (even if it is greater than the sum of applicable bounties) is still preferable to allowing enemies to take up slots.

  5. 24 minutes ago, Sir Scarfalot said:

    Yeah, this is a thing that was called out as a likelihood from the start of the bounty system as a concept and was proven to be a thing during the tournament (albeit usually in order to circumvent the trade restrictions there).

    Who could possibly be surprised at this?

    I think the trend in this thread is more proving a point, rather than being surprised. However, I can definitely see players that have never heard of the bounty system before being surprised when the potential exploits are shown.

  6. 12 minutes ago, RightHonorable said:

    There is an aspect of electomagnets that Dio seemed to have forgotten here, they can be turned off

    Papa Roq controls the switch; only time it's being turned off is when there's    A B S O L U T E     C O N T R O L, 1984 style

  7. unknown.png?width=675&height=414

    You have 10 members. 3 of them are under the 2-day tax limit. (Their seniority is less than 2 days, which means they can not be taxed). 5 more are on gray, which means they can not be taxed either. So, you really only have 2 people (one of them is you) who are eligible to be taxed. Maybe that's the reason why the latest records only show two members tax records?

    • Upvote 3
  8. What's making me, and a significant quantity of other people, pissed off about these changes, is not just that they don't seem like a fix that the community asked for, not merely the fact that these are things we'll need to adapt to: it's more so that you threw these curveballs at us without much consultation. and expect us to adapt. Let's assume we don't adapt for a while, and these changes stay for a month: we're losing out on optimal builds. Let's say we do change, but these changes get reversed after a month: we're losing out by investing time and funds into something clearly not worth it. That = no bueno.

    i) 25% more casualties for the opponent. While it may seem as if this is useless, and can't be used, it certainly can. Assume you're in a scenario where you have greater standing forces, but have just been updeclared upon. The key to updeclares is to eliminate the opponent's airforce. By doing so, you're exploiting the extra day taken to max out jets (slow recruitment rate, as compared to others). With the 25% bonus on, you could spend the next few turns without logging in, because opponents that are already suiciding into your nation are going to get f'd even more when they launch an air-to-air.
    -
    ii) 5 MAPs as start-up. This eliminates the "Ground then air" strat, or, alternatively, the "air then ground" strat. Second, it punishes updeclares even further. As I mentioned above, the key is to eliminate the opponents airforce by slowly wearing it down. It becomes far slower this way, and because of this, gives the bigger guy more time to shoot down his opponents jets. At the same time, it swings towards giving the defender more time to prepare. I don't think that's necessarily a bad idea in and of itsel
    -
    iii) Slot changes: oh man, again, more time for defender to react, and reduces a key component of updeclares/bringing down a larger opposing enemy: you'd have to invest a greater amount of time to wear him down.
    -
    Combine this with all of the above, and you have this meta that's really hard on not allowing submarine strats to continue. There may be an argument for why this was needed. Now, moving on to something I think is so hilariously exploitable (assuming this beige takes away your loot, which it should)

    The "no beige if you're engaged in an offensive" change.

    Let's say you're on the losing end, not looking to get back into the round/can't by this point. Beige takes away too much of your resource stockpile. What do you do? Declare war on an inactive; they don't log in, don't deal damage to you, and you're free to stay the way you are. Looking at it from the angle of a game theoretic model, the payoff for engaging in an offensive war means your stockpile doesn't get affected by beige loot. (Here, let's note that loot has been nerfed since the last mech setup, so it, proportions wise, is not as big of an issue as before). At the same time, you aren't allowed rebuild time.
    -

    TL;DR: Test that shit out before you push it to live.

    • Upvote 6
  9. 40 minutes ago, Blair Waldorf said:

    what's with people signing alliances that aren't in the same tier as them

    Sign treaties with people in the same tier as you for defensive power. Your ally consisting of nations in a lower tier can work for countering submarine. If the ally's nations are mostly in a higher tier, down-declares on your alliance can be defended as well. Different tier for offensive power as well (initiative to hit an alliance whose ranks you can't fully reach). But then again... this is Pantheon, not an alliance that is known for beginning wars, xdxd.

     

    • Upvote 6
  10. I'll keep it a bit short, it's 4:53 AM as I'm typing this.

    LvUB1jd.png

    "Expected Daily Profit per improvement at a market value of $4,374 PPU: (3 Uranium/day * 3990 PPU) - $5,000 Operating Cost = $11,470"

    Let's go by this:

    aJ7mpM2.png

     

    Here, you say, "it assumes you're selling all generated resources at average trade prices."

    The issue, as can be clearly seen, is that uranium has two prices attached to it. I cross-checked, at the time the screenshot was taken, $3,390 was indeed the average. price. What is the $4,374 price in relation to?

    2wDFIWy.png
    I included food because that functions 'fine'.

    ---------

    Let's assume the profit figure (which will be wrong if you don't take into account pollution -> potential disease inc -> increase in deaths -> less comm income) uses $3,990 as it's avg. price. 3 x 3,990 = 11,970. Upkeep is $5,000, Sheepy, not $500. Your end result (11,470) is what you would get if you subtracted $500 from 11,970, not $5,000.

    Fix dis.

    --------- 

    If I didn't know better (maybe I don't), I'd say this is a ploy for more people to produce uranium, and thus bring prices down, xdxd.

    • Upvote 2
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