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Everything posted by Corvidae
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Increase referral Score Requirement
Corvidae replied to Ukunaka Heru Sahoni's topic in Game Suggestions
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Solid suggestion.
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That's because you fight two wars a year. I agree though, all wars should end in beige. It's very silly that we had a working suggestion to fix beige from Azaghul and it got bumped off for... no discernible reason.
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Bounties only get delivered if you declared war prior to bounties being placed. I feel like this nullifies most situations in itself where abuse would occur. Additionally, if you need to circumvent a blockade then you probably don't have the resources to fight an additional nation and would only be further worsening your overall situation regardless of cash gained from a bounty. This weak "what if" reasoning doesn't justify effectively breaking the bounty system for raiders - the primary pursuers of bounties.
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[RoH] The Church looks down upon Rose, The 110 day war has started.
Corvidae replied to Sverige's topic in Alliance Affairs
It's not honorable to jump on a 4 man alliance. lmao. I can't believe a pirate needs to come tell you guys this. Rose is [probably] bored and looking for something to do. You know it's bad when Ace is countering raids with 3k infra. I guess Quack was too intimidating so they chose a micro instead. -
A day's worth of MAPs basically puts nukes into a "wait all day and do nothing else" situation. Usually if you're losing the conventional war or if you want to be extra spiteful. I think it'd be useful to allow nukes to be used and then at least provide some opportunity for the nation to take action other than launching a nuke that day. Nuclear weapon cost 12 MAPs -> 8 MAPs This still gives you 1 nuclear launch a day, but it doesn't leave you completely actionless for an entire 24 hours. I hold no illusion that this would be meta-changing in any significant way but mostly the benefit from this would actually be the ability to not waste MAPs beyond your storage of 12. I'm sure many people have waited til 12 MAPs to nuke someone only to forget to log in and lose two or three turns of MAPs to the void. Maybe one day nukes will do more than simply burn infra and we can see tactical nuke usage.
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Small tweak that I think would provide better balance to missiles. Basically the iron dome can block 50% of missiles and (I believe) planes doing airstrikes can blow up comparable amounts of infra so I think 8 MAPs makes missiles too expensive. My thought personally has always been: If I'm using missiles, I might as well wait til 12 MAPs for a nuke. If I'm not using missiles, I'm probably winning. The only thing that can be said is that missiles are fairly cheap. Anyways. Missile cost 8 MAPs -> 6 MAPs is my suggestion. This way you get two potential missiles a day. Giving an actual purpose to the +1 build limit the space project gives you as well.
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Small QoL thought. remove the “alliance description” from any tab on the alliance page other than the main page. Especially on mobile, it’s an extra hurdle and probably extra load time to scroll past it.
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@Alex would this be hard to do?
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Which is perfectly fine. It’s not always about becoming a top ten 100+ member alliance with 500k score. sometimes people want to enjoy a game in their own way. Even minesome, annoying though it may be.
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9pm? How young do you think I am? *waves cane around*
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I’m just saying I understand you logic, I don’t disagree with your thought but I disagree with your suggestion. If you want to take a look at revamping alliance recruitment and the tutorial that’s totally understandable. I agree getting into an alliance and the meta-game of PnW will increase player retention. I don’t think funneling/forcing players to choose an established top ten alliance will benefit the game. If it works, it creates unbalanced “feeder” alliances with inflated member counts. I think a good middle ground would simply be to rework the tutorial and make the very first suggested thing to be “pick an alliance to join” because joining an alliance can basically bring you all the knowledge and more than what the tutorial offers. Then you can simply put a seven day age requirement to make a new alliance. This “forces” new players to choose an alliance rather than make their own and get bored then quit but doesn’t take away their actual freedom to do so if they’re committed to that course of action.
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End of Hostilities between TCW Sphere and Hedge/Swamp
Corvidae replied to Sweeeeet Ronny D's topic in Alliance Affairs
*tinfoil hat* This war was just an excuse to extend a sphere-wide NAP between HM/Swamp/tCW so that they can strike at Quack and/or Rose with impunity. The 90 day NAP was the goal, the 10 day war was the price.- 79 replies
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Agreed. *Looks at the treaty web* Good luck with this noble goal.
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There are more walls of text in this thread than the recent war declarations... I'll go simple: No thank you to alliance creation restrictions.
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Pretty simple. Either separate the timers OR remove project timers all together. I'm fine with either but I think they should minimally be separate. Projects are more about enhancing your nation than growing your nation and are typically a solid multi-resource sink. They also have limited slots based on infra which is semi-limited by city count unless you spend ungodly amounts of cash for 4k infra in a city. Makes more sense to remove the timer and allow nations to freely customize themselves but we could at least separate the two timers.
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Terminal Jest grand reveal: The war expands.
Corvidae replied to Prefonteen's topic in Alliance Affairs
Them ODP's man... -
ok I laughed. Nice bot account @Azrael
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AFAIK everyone else got blitzed in the... blitz
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From the desk of the newest dev team member, I, too, thought Reserves sounded overly complicated at first. But it is an interesting new "strategic" mechanic basically allowing coordinated "blitzes" with spies during a war. I ask that you all give it a chance and let it sink it, I think you'll agree it adds some cool depth. I will say that I personally disagree on two key points here. 1. Reducing casualties by 20% is not going to be enough. RonnyD is correct, you can still lose your total spy count in a day. 2. The 24 turn timer is too harsh of a "penalty." The purpose of the reserves mechanic is to allow flipping the spy war. Coordination should be enough of a "penalty" in this case, in my opinion.
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war expanded to Morningstar randomly
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I've missed you, Eumir
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I'm usually not a fan of over-the-top peace demands, but I really hope someone pulls out some old-school "Wampus has to fight for 3 rounds whenever he gets out of VM" terms. I don't think dude has fought a war in his years of playing and I really think he's missing out on the fun.
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This would honestly just be cool as a mechanic in general instead of a project.
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Why is Ricky shown as UPN in this?