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Lord Tyrion

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Everything posted by Lord Tyrion

  1. TLDR: The Immortals declares war on Sail and affiliates.
  2. Would like to see bigger enhancement to missile and nuke defense. Plenty of perks for offense, very few for defense.
  3. This 100%. The formula has always been wrong b/c it taxes your gross production and doesn't account for the input costs. Taxes should always be calc'd on profits, not gross revenues. At a certain tax percentage, people producing manufactured goods are actually losing money.
  4. Can we finally allow alliance banks to conduct buy/sell trades rather than continually making it go through members to execute?
  5. So why would you not correct an oversight? And it is the subject of this post since you announced your intentions in this post. 2x is looking way more popular than 2.5x, so unless there are other agendas to rush this through, again, why are you rushing such a drastic change? This trying to be done fast or done right?
  6. Why are you trying to move to 2.5x change without addressing the other issues that will stem from it? Also, no change won the vote and of the people who voted for a change, most of them picked the lowest change option presented. You should do what you said and do another poll for 1.75x v 2x v 2.25x v 2.5x. You even said this in your response. Why is this being rushed and pushed through?
  7. If you are seriously going to consider changing the updeclare range then you need to re-look at multiple other factors, such as nation scores to begin with and the potency of nukes/missiles. Recently I couldn't even get in range to downdeclare a counter on a person 5 cities above me that had almost no infra and max mil. That is a problem. But the bigger problem with expanding your updeclare range is people with very little investment (low infra/military) can more easily nuke people who have expensive infra cities. And the whales can't downdeclare and counter or cycle these people. So if you want to expand the updeclare range, then you need to re-look at what nukes and missiles can do. I would suggest if you have all three of GS, AS and Blockade on someone that their nation is effectively occupied and they can't launch any further nukes/missiles (at least do it for defensive wars only then). You need to prevent a mechanism where low cost pirates just nuke destroy expensive stuff of others when they are defeated militarily and this would only make it easier.
  8. The main issue IMO with no timer to city 20 is that the largest/wealthiest alliances will be the ones who can more afford to boost their members, and the mid-tier and lower alliances will not be able to do so (at least as quickly). So that will create a greater divide at the top, and I think it's healthy for the game to have new challengers and new alliances emerge. But I don't know how the little guy will compete if the big boys can boost their members so freely, it's already hard enough for them.
  9. I wanted to propose the following addition to P&W, with a few purposes in mind. #1 – how can we drive more credit usage so that the amount of money invested into the game increases, which will help fuel more advertising to expand the player base and provide further attention to development? #2 – can we provide something more interesting to do with our nations in times of peace? Especially larger nations who aren’t usually raiding or building too often. #3 – can we do so without providing a huge competitive advantage to our nations in the traditional sense and is this something where new and old players can be on a relatively equal playing field to compete against one another since the game’s tiering differences mean we never compete against one another in wars? #4 – Alex should be rewarded financially for the game, so increasing his revenues for that is more than fair. Whether baseball or keno, this game has dabbled in areas outside of our nation’s normal operations to make things a little more interesting. So with that, I would like to present the below proposal to incorporate The Olympics into P&W. The below is some general framework proposals. Don’t get caught up on the nuances on the credit costs or nitpick some of the formulas, as that would come via development discussions. This is simply to propose a starting point to work from. Timing Each Olympics will be held once every actual calendar year. There is a Summer and Winter Olympics, so for example, every January will be the Winter competition and every July will be the Summer competition. They will be numbered accordingly so they can be referred back to in the “history books” – Summer Games I, Summer Games IV, Summer Games XII, etc. Participation Every nation who has eligible athletes to compete are eligible to enter those athletes into the games. There will be a period of registration to send your delegation to the Olympics before the cutoff and the games are simulated based on fastest times when that monthly update happens. To enter your nation into the Olympics costs 1 credit and all of your athletes are now part of the competition. Events Keep things simple to start. There are two disciplines in both the Summer and Winter games, and each discipline has 4 events, for men’s and women’s. This means 16 events each Olympic games. Summer Olympics: Track – 100M, 200M, 400M, 800M Swimming – 100M, 200M, 400M, 800M Winter Olympics: Speed Skating – 500M, 1000M, 1500M, 10000M Skiing – Downhill, Super G, Slalom, Giant Slalom Each discipline above is split into two groups where an athlete will have training/times for both events. So, for example in track, your sprinters will have times in the 100M and 200M. You’d then have separate distance runner athletes who will have times in both the 400M and 800M. Awards For each event, the winners will receive gold, silver or bronze medals and a cash prize to your nation of $100M, $50M and $25M respectively. On your nation page there will be an Olympics section that has a little graphic that shows a count of the medals your nation has ever earned, and you can click on it and it’ll show you which Olympic games and events you won (and athlete info, times, etc). Besides your nation page, there will be a world Olympic section that will show the history and times of all past winners, medal counts for nations, world records for each event, etc. Construction So this is where most of the credits will be spent and where the P&W players work on their Olympic team. To activate this game feature, you have to buy an “Olympic Training Center” that costs, let’s say, 20 credits (worth approximately $500M). This isn’t a project using project slots, this is just a separate feature altogether. That way, a new player can participate if they want, without taking up valuable slots for their nation and putting them at a competitive disadvantage. Once you buy the training center, you’d have a page that is set up to list your athletes in the various disciplines. Below is an example of what that might look like. You have slots for three athletes in each discipline and can select how much to allocate daily to their training. When you have an opening, one will automatically spawn as a new 18-year-old athlete. There would be an age minimum to being able to select to retire your athlete. Let’s say, 21 years old – that way people can’t retire and keep respawning until they get superior athletes. The thought process being that the athlete who spawns in your list is the best promising athlete your nation has to offer. Enhancements For further credit usage, there could be a few options you can buy in time to increase how great your athletes can become. For each of the four disciplines (Track, Swimming, Skating, Skiing) you can buy upgraded facilities for 2 credits each. So, I could select to upgrade my skating to focus on that for 2 credits. With that, my skating athletes get a 20% boost in their training, as an example. Another option can be to expand the facility, so that instead of three athletes in an event, I could have 5, let’s say. These are other ways that people can invest more credits to increase their chance of winning events and provide more monetary value to the game. Athlete page Each athlete you can click on them and it will have their training and Olympic games performance listed, so you can see their progress. Ultimately it’s just their times we need to see. It could look something like this: Training So when an athlete is generated, they’ll have some randomly generated features that we won’t see as players, all we’ll see is their times and age. But the game will generate a starting point for their speed within a range and then also within a range the age that athlete will hit their peak and when they will start to decline. So as my athlete is progressing towards their peak, I can generally expect their times will improve, then as they’re in their peak range, they’re roughly maintain that level, and finally when they begin to decline, they’ll begin to lose speed. The ranges will be roughly determined and what players receive will be randomly assigned within those windows so that there is good variability to them. We would want some athletes to be naturally dominant though, even without training. So someone could spawn an 18 year old swimmer that would beat my 24 year old swimmer in her prime after years of training. The odds would be small, but that’s an example of ways to make it interesting and fun. On average, the better trained athletes will win though – but natural ability assigned to your athletes can give a huge advantage. So the start of each month, the game would aggregate how much you spent on that athlete’s training for the month and then update their new times, as you can see in the example chart above. These times would be based on last month’s time, plus or minus their change from the factors of their age, their peak dates, training and some randomness. So if an athlete got slower, maybe that was because of an injury (as an example of what random decline could equate to) – bottom line, no guarantee of improving. However, if an athlete isn’t in their prime yet, you’d generally expect most months they are getting faster. Let’s talk about training dollars you allocate to your athlete. Rather than making it some standard formula, I think relative to the rest of the game would be most “fair”. Let’s say there’s 100 female distance swimmers in the game, behind the scenes each athlete’s training dollars spent on them could be ordered most to least, so if I spent the most on my swimmer, I have a higher probability of improving more than anybody else (randomness could still impact that). So if I spent $1M on my athlete and you spent $900k on yours, on average I’d improve more than yours. Let’s say I spent $5M instead of $1M, it wouldn’t have had any additional impact, because I was #1 spender either way. These would be meant to be negligible differences between #1 and #2, but could be significant between #1 and #75 on the list, for example. There’d also be a daily cap on how much you can spend on training. That way, someone couldn’t come along on the last day of the month and drop $10M on their athlete when I’ve been paying $100k daily all month long (consistent training advantage). Anyway, this is just a general framework to initiate the idea and see if this is something the community and game developers would have interest in pursuing or not. I think with the baseball mechanics, some of this could be leveraged and ultimately none of this really interplays with the existing coding of the game, as this is a build-on separate from that in many ways. The athletes would just need to age 1 year every 3 real life months and a list of female names would need to be made for random generation, similar to what’s done in baseball right now. But if this were built, it could be later expanded further to incorporate other disciplines or sports, world championships instead of just Olympics, alliance competitions, etc.
  10. I'm looking forward to working with everyone!
  11. Apparently you have a hard time remembering your post that was leaked....
  12. It's a very bad look for your alliance and to the people negotiating peace talks if you created this thread without their knowledge given this was one of the terms made public. You may want to talk to your leadership, because if you were my member, I'd be pretty pissed off.
  13. This suggestion doesn't change that at all. The c40 can still hit the c20ish nation in this scenario, they just might lose a few more troops in that process.
  14. If the main thing we're trying to prevent is massive downdeclares, then just put in a safety guard for that only. Make it so beyond score range, you can only downdeclare on a nation with X% less than your current city count. Done. But this modification of kills is crazy. Let's say a C30 is in wars with a bunch of people and down to 500 planes, then gets declared on by a c25 who has way more planes AND gets a 15% modifier on top of that advantage. Why? How ridiculously punitive.
  15. The part I'm struggling with is that it unduly punishes pulling off a good blitz and having somebody beat - you should be rewarded for successfully having your opponent beat since the game is putting in a mechanic to get your foot off their throat and let them hit you back. I do agree there should be a way to come back, but it should be "fair" to the side that had the advantage. So let's say you have two alliances or blocs going to war and both are similarly tiered. One side due to a good strategic blitz wins round 1 and zeroes/beiges the opponent. In the current system, they could beige cycle and basically guarantee the win. That's what you're trying to change, which is having the ability to come back, which I'm good with. So in my scenario, the losing side builds up and works out a counter blitz. Now remember, in this scenario both alliances are tiered the same, but instead of an even round 2 fight where the element of surprise is there, the side that was losing now has a significant advantage because all their members got beiged 3 times and their average score is much lower. Which means their attackers can reach down further for downdeclares and in many cases out of range of the largest nations of the round 1 winner. Basically, if you are the winning side, many of your nations can't hit the same people they hit in round 1 now, unless they sell military and put themselves at a disadvantage. It doesn't seem right that the other side can have the round 2 advantage because they got wiped in round 1. So I guess my recommendation to accompany this change would be to look at either expanding the downdeclare range (which I'd say is the less preferred option) or let people declare war based on a city count range instead of score range. It's always been weird to me that if I'm a city 40, there are city 40 people (or even higher) with near max military that I can't attack because they sold or lost their infra. So yes, let the other side rebuild and organize a counter blitz, but I should be able to attack the same people in round 2 that I hit in round 1. It shouldn't be the case where I beat you down and now you get back up and can pick on my allies and I can't do anything about it.
  16. Realistically, a cap on number of cities (or make them even more exponentially expensive) and removing the 10-day timer would probably be a decent idea to close the disparity. A new player will take many years to catch people who have a 40 city head start on them.
  17. Best wishes to the Wei. It was great working with you.
  18. How much to leak every bid received so CBs are everywhere and the entire game goes into war and chaos?
  19. Congrats Ben, job well done! You were always among the best leaders this game has had. 💛
  20. Yeah that's fair. I guess in my mind it's not much different than getting beige cycled either. You can get rolled indefinitely if the attackers are good enough in the current system. And even with the beige mechanics, you can still fully rebuild but if you're outnumbered 10:1 it's a pointless rebuild. Ultimately would love a scenario figured out that makes it make sense for people to win wars. Maybe shortening beige time or eliminating it for offensive wars would be another solution there.
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