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Sam Cooper

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Sam Cooper last won the day on December 20 2022

Sam Cooper had the most liked content!

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  • Member Title
    Gentleman Pirate

Profile Information

  • Gender
    Male
  • Location:
    Raven City
  • Interests
    Computers, Programming, Video games, Non-fiction books, Thrillers, Documentaries.
  • Leader Name
    Sam Cooper
  • Nation Name
    Markovia
  • Nation ID
    176311
  • Alliance Name
    Arrgh!

Contact Methods

  • Discord Name: Sam Cooper

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  1. Village are you going to consider the fact that there are more people in favour of increasing the range than against it? but the way this poll is posted there won't be any change because the votes in favour are scattered between 4 different options while votes against any change are consolidated into one option. And why is "no cap" even an option when it is so impractical that you cannot implement it even if it somehow wins the poll?
  2. reminder that you have to dm for a qualifying bid, Arrgh reserves the right to reveal or hide the identity of target (not bidder) for any given bid. Current highest bid is 450m on Singularity. My discord status will have real time updates.
  3. It would help if we get the military reset notification 10-15 minutes before the reset rather than after the turn has passed.
  4. But are you really dealing with a problem if you are just replacing it with another one and arguably a bigger one that will affect a much larger number of players? This problem as you already understand is simply driven by the game mechanics and the other changes that have been proposed will hopefully give players better alternatives than to seek beige through 'unfair' means. You have already fixed most of this problem in idea 1 by not giving much beige in offensive defeats, I believe that's the idea that will go through since #2 has major issues. I don't see why you need another policy on top of that specifically to guarantee a time period for alliances to counter raids, what justification do you have for this generosity? Why do we even have this fundamentally flawed half baked policy thrown on the table with a 'deal with it' attitude without even a council discussion like we had for other issues? Without a doubt you understand the problem but you definitely do not understand the implications of the proposed solution, read what dryad and doom have said already, wars are fought very differently on an individual level it is extremely important to time your war declarations right or you can run into issues like having 12 MAPs but no units left to use them with or not being able to make deposits for multiple rounds, this essentially turns raiding upside down making it unviable to just to make things a little more convenient for moderation and give undue benefits to other players. I can talk more about it but this should have ideally been done in a council thread, I am extremely disappointed I have to speak about it when it is already on the table and only question I am asked is how long do I want to give people to counter me for every raid. It is very concerning to hear this was the best solution that was picked and I can only imagine what the other proposals would have been, you might want to consider including people who fight wars more often and under different conditions (not just large scale alliance wars) in the discussions.
  5. sure pascal, any war mechanics that doesn't benefit you is an exploit and should immediately be rewritten to make sure you are always safe and secure, sure.
  6. multiple things: 1. every single alliance, including the ones that made you propose this, ask their membership to declare some wars just to gain more beige time when they are losing, what you are declaring to be against the game rules since forever literally has been a major part the milcom strategies in a 'losing' war, it is simply a byproduct of the war system that you have created. 2. how many reports do you get of this specific issues compared to the number of wars that are declared? what's the ratio? is it large enough to justify this blanket policy on all wars? 3. are we going to see a similar policy for slot filling? I can propose some policies that will match the theme-: 3a. if you have 2 defensives already, you can't be hit with a third defensive until you have declared all your offensives and it has been 12 turns since you declared your last offensive. 3b. you can't be hit with a defensive war at all unless you already have at least one offensive and waited 12 turns. (you'd love my genius) 3c. for every 2 offensives you declare, you can only be hit with one defensive and it has to be the alliance being hit, this would ensure all parties being hit get a fair chance to counter. You didn't address my concerns at all so you are either not understanding the implications of this change or have been arm twisted by larger alliances into doing it anyway, I'll make one more attempt to explain: Here's what my active wars look like I know TKR nation is going to beige me in about 6-7 turns, my experience allows me to predict with above average accuracy so why am I being put into a perpetual cycle of counters for declaring raids before a war ends? let's say I hit an Eclipse before TKR beiges me, Eclipse reaches out to TKR and requests them hold beige to let their counter be ready first so they don't miss the 6/8/12 turn window. Would you call that unfair coordination? are you not creating another problem to solve one? only change you have made here is who gets affected by this; as always, pirates. so who is the underdog here and what fairness does this policy bring to the game? Instead of fixing the war system where tiering is supreme and individuals don't matter you are desperate to save these big babies from first minor inconvenience they encounter, it took mere 13 days from Alex reaching out to me about this and this being put into an official proposal.
  7. I'll look at the other ones in a bit but what kinda genius came up with this one? why should I be discouraged from declaring wars just because I am already slotted and might get beiged in one of the wars? you create a mechanic, we play by it, it occasionally puts some people in tough situations and now you are going out of your way to rewrite the rules back in their favour.
  8. were you also going to share 50% of HS food production with Carthago under this term? Since you are saying it is for the noble cause of "fixing the market" and is not meant to be another punitive term in your list. Or that is what I understand from this statement, feel free to clarify if I misunderstood.
  9. until you realize it's penpiko saying that.
  10. unfunny jokes go in Orbis Central, please keep this place clean.
  11. Alliance of the Year: Eclipse Most Improved Alliance: Eclipse Best New Merged Alliance: Paradise Best Rookie Alliance: none Best Alliance for New Players: Arrgh Most Likely to Succeed in 2023: none Most Likely to be Rolled in 2023: Eclipse Most Honorable Alliance: none Best Fighting Alliance: HoF Worst Fighting Alliance: none (too many valid choices) Best Alliance Growth: TEst Best Foreign Affairs Team: Rose Best Foreign Affairs Move: none Worst Foreign Affairs Move: Hollywood + Celstial MDP Alliance with Best Propaganda: none Most Missed Alliance: none Best Alliance Flag (please link): none Best Holiday Flag (please link): Cata winter/christmas flag Biggest Alliance Decline in 2022: Carthago (no one should end up in odd bunch)
  12. Most Influential Player: Vein Most Likely to Succeed in 2023: Vicic Best Alliance Leader: Vein Worst Alliance Leader: Vein Best In-Character Poster: Goober Best Villain: EvilPiggyFooFoo Nicest Player: RedMatt007 Most Controversial Player: Jon Snow Most Missed Player: Redarmy Best Nation Page: none Best Fighter: none Best High Government Member: Hatebi Most Online/Likely To Respond in 1 Minute: Dryad Best War Criminal: Hatebi
  13. >limping over a finish line. You say while claiming victory in a war you ended with negative net. Don't tell rest of Midgard you're taking credit for their win.
  14. Today Arrgh celebrates its eighth year in this cursed game. Since December 19th, 2014 when Ogaden and the original crew first raised the jolly roger, we have seen pretty much everything on our long voyage. By the blessings of the pirate gods, our raids have been successful, our treasure plentiful, and our bonds unbreakable. Through the treacherous storms and rough seas, rumors of our death and the disheartening negligence to pirate lifestyle from the game developers, Arrgh has been the place for rebels, criminals, fierce warriors and the thrill seekers for last 8 years and will continue to be the place to defy all Orbis conventions and traditions for many more years. Our swords are sharp, our guns are loaded, and our hearts are filled with the fiery passion of battle. And we will continue to fight with all our might as such is the way of piracy. Arrgh!!
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