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Kyle

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Profile Information

  • Gender
    Male
  • Location:
    New York
  • Leader Name
    Kyle
  • Nation Name
    Newfound
  • Nation ID
    68753
  • Alliance Name
    The Knights Radiant

Contact Methods

  • Website URL
    kylejli.com
  • Discord Name: Kyleli#4188

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  1. I had a heart attack when my internet died for like a week. I came back expecting chaos in my nation, everything wiped - but somehow this peace happened at the right time. ?
  2. My plan to confuse everyone and think there was some grand conspiracy has succeeded. I have successfully promoted Prime Day. NO ONE SAW IT COMING.
  3. I really don't think you guys want to be playing the numbers game considering... other numbers that are scarier on the horizon.
  4. Why does this thread exist? I'll give whoever makes the last comment a 50m bounty on their head. If im last comment will I have to put a bounty on myself
  5. Can I have 1 dollar to overthrow TKR high gov? Thanks.
  6. You also took my nuclear virginity, so take responsibility! ~nep! You weren't even soft on me, you double pounded me ❤️
  7. I want to be a panzer waifu but I also want to be able to walk in public ¯\_(ツ)_/¯
  8. Das some good memes. Are you my dealer now? I only have lukewarm memes.
  9. I demand more propaganda. I come back to this page every day expecting more memes, BUT I GET NONE. I am also too lazy to make my own. Someone satisfy my addiction please
  10. Sorry for necroing a dead thread, however, I just wanted to share some of my own ideas! --- The problem with beiging is that its an artificial control system. In a true simulation, natural controls will be put into place organically to desensitize aggressors from wanting to repeatedly attack the same nation over and over again without pause. Its a fundamental issue with this game, and most games in this genre have the same issue with their war system and economy systems. No amount of artificial regulation will ever solve an issue, because people will just find and make new issues and try to game the system. So, what do I suggest? The best thing to do is have natural variables put into place and allow controls to be organically developed. Remove all absolute Limiters such as: - 3 Defensive Wars - Max turn limit on wars - 5 Max Offensive Wars - Not being able to attack people who are beiged. These all restrict player freedoms, and instead add a common sense war popularity/war weariness stat similar to in Civilization that should do exactly what you think it should do. A war going on too long and people are tired of their kids getting sent to die in a war they don't care about anymore? Attacking a weak nation with your super strong military? Wasting time by not finishing up a war you're clearly winning? Protests and weariness. Adding war weariness and/or war popularity adds a natural variable that then creates common sense organic controls. If a nation has no war popularity and has too high war weariness, then the nation will have large debuffs reducing its capacity of production, recruitment, trade, etc. Alternatively, if a nation has high war popularity - then a nation could even have slight buffs going into a war. This stops players from relying solely on war as it incentivizes rest periods and decentivizes prolonged engagements. Furthermore, nations could also gain massive war weariness if they attack nations far weaker than theirs rather than have a bullshit (pardon my language) "war score" limit which is an artificial and absolute control, causing nations to "game" the system to gain an edge (note: all absolute and artificial regulations/controls will and can be gamed). Instead, if large players attack tiny players, they would gain such large penalties to their nation that - while yes, of course, its possible to wage war, there's no real reason to do it since you will not benefit, and actually be harmed due to the debuffs that you will immediately incur from it. Furthermore as a protection similar to beiging through this natural system, if a player's nations have high war weariness or low war support, then any attackers attacking them will have increased war weariness as people would be wary against beating up an underdog. Same with having a ton of people gang up on one guy. Perhaps someone who has a lot of offensive wars would give higher war popularity (or lower per turn war weariness) to nations that attacked it (e.g. allies attacking the war-hungry ww2 germans). The game could even remove another bullshit artificial limiter which is the max war turns. The longer the war goes on for the aggressor, the more exponentially higher the war weariness penalty is for whichever party is in the lead (e.g. you're winning a war, your people will be angry that you're not ending it - so popular in your nation falls). This system is natural, seems realistic rather than a random "oh 3 people are already fighting this dude, sorry guy that absolutely hates this guy too - you cant join." and would be an amazing addition to the game. You could even add policies and buildings that would counter weariness or decrease it, such as propaganda centers (I know its already a thing, but perhaps rebrand it), or have war preparation policies. The game should focus on creating variables and managing the effect certain actions have on these variables rather than create absolute limits which invites people to game the system. If you create artificial controls, then people will create artificial ways around it. You're just restricting player's freedoms. However, if you allow natural controls to develop and manage it through variables, then the only way people can get around them is through doing what makes sense. SUMMARY OF SUGGESTIONS: -> Implement a war weariness and/or war popularity stat. -> Remove 3 Defensive Wars. Instead, let any amount attack but the more people that attack, the higher the weariness and lower popularity. -> Remove Max turn limit on wars. Instead, the longer a war goes on, the more war weariness the winner will get and the higher the penalties. -> Remove 5 Max Offensive Wars. Instead, the more wars that you wage against people - the higher your war weariness will be. A soft cap. (Perhaps actually have a hard cap of like 50 or something to stop trolls, or just such high penalties at this point that their nation will never recover.) -> Remove beige. Instead, people who attack nations who have just lost a war and that has very low war popularity or weariness will gain massive debuffs and the defender will gain massive buffs. (e.g. a nation like Germany or Russia in ww2, when backed into a corner will become amazingly patriotic.) People can declare on these nations that just left a war, but they will get massive debuffs and the defender will get massive resource boosts, recruitment boosts, etc. TL;DR: Too many absolute artificial limiters hurts the game and causes people to game the system. A simulation needs to have natural variables that create organic controls instead of artificial ones.
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