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Mack g

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About Mack g

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  • Leader Name
    Macky g
  • Nation Name
    Redsville
  • Nation ID
    71040

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  1. Your numbers are ridiculously flawed. Anti-air tanks would destroy balance even further. Id be more inclined to allowing a special missle project to directly attk planes... Than this unbalanced suggestion.
  2. Disagree with those resources numbers. Were a teeny micro and needed 20ish k per resource per nation, or this war would've ended within a few weeks for us. Keep in mind that a nation being bombarded with all 3 def slots filled and at least 2 offensive needs considerably more resources to weather the storm.
  3. How bout fixing the war system instead. Make beiging a way to win a war, rather than players having to avoid it because it rewards the loser. As far as offshore banks... That adds a tactic to the game that players deserve to capitalize on if they deem necessary. Everytime you try to fit everyone into a cookie cutter scenario... You hurt ur game and this community. Let us think for ourselves and quit constricting our gameplay.
  4. 20% of their bank needs to go bye bye for cheating
  5. I like this. Though i think the military buy back is also a problem. If it didn't take so long to buy back military... Beige wouldn't matter.
  6. Currently, beiging is bad. If you want to win a war, u dont beige. Why? Because if you beige an opponent it rewards them with time to rebuild, restock, and regroup. They can exit beige at any time and declare a new war with no negative aspects. My suggestion: Change the beiging system, so that it becomes the focus to win a war without hurting the winners. Instead of x amount of days without being attkd. Cap it to 12 turns of non attks, after which time the beiged nation can be attkd but cannot start any offensive wars until beige ends... And cap total beige time to 4 days which can be reset Everytime a nations res drops to zero. So, recap.... 4 days of beige when an opponent beats you, the beige cap can be reset Everytime your res drops to zero and your bank is looted. The first 12 turns you get a reprieve and cannot be attkd. The next following 3 days you cannot start offensive wars but can continue to be targeted with defensive wars.
  7. So.. down dec should be between 6 and 10 cities with a hard cap. A 20 city nation for example cannot down dec a 10 city nation as it would have 100% more cities than the 10... Instead could only down dec a 14. However a 30 city could down dec a 20 city nation as the 30 only has a 1/3rd of the city count as the 20, and its capped at 10. So a 40 could down dec a 30, a 50 could down dec a 40 and so on.
  8. Basically your trying to swap tech for cities. In another nationn sim most of us are familiar with... Theres a tech gap. A 50k tech whale nation cant be targeted by anyone outside of the top 250. So the whales stay above the world in a small % of players who can actually be targeted and the rest can only look from the bottom of the mountain. the whales can down dec people completely out of ther league. However, with a city down dec cap and erasing the up dec... Those large nations can be targeted by anyone but can only down dec 5 - 6 cities.
  9. 5 - 6 cities down should be the cap. Otherwise the double buy is retarded. The idea that a 20 city can down declare a 10 city nation and there is no way that a 1 vs 1 the 10 city can win. Is poor game design. 6 city down dec cap for the win
  10. A 34 city nation definitely shouldn't be a le to hit a 20 city nation. So on that i agree. Should be a cap with the war ranges. Like an ns rating as well as no nation can hit lower than 5 cities below itself but can up declare 10 cities or something.
  11. Ah Kastor. I remember when you were but a pup. Starting aa's... Convincing hapless morons to put their hard earned cash into the bank... Which you would then rob. Rinse and repeat. I think the funniest thing about this thread, is the notion that you matter... And more importantly that anyone even cares about your opinion 😂
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