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Hatebi

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Hatebi last won the day on February 20

Hatebi had the most liked content!

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  • Gender
    Female
  • Leader Name
    Hatebi
  • Nation Name
    The Overthere
  • Nation ID
    109046
  • Alliance Name
    Arrgh

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  • Discord Name: Hatebi#4951

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  1. The Wheel of Misfortune has been spun. It's winner? Singularity! Huge shoutouts to everyone who participated in the lottery. We'll probably do another one of these the next time one of y'all forces the game to do nothing for a quarter of a year. See ya then!
  2. Yep, you can buy as many slots as you want either on the same alliance or multiple.
  3. Update: All wheel slots have been purchased. Tune in 30-40 minutes before DC on Saturday to catch the wheel spin live. See you then! A warm Arrgh welcome to the very first... Wheel of Misfortune! You've heard of our world-class nuke auctions, now get ready for the next evolution in nuke-based griefing: The Nuke Lottery! How it Works For the jaw-droppingly low price of $100M you can get an alliance of your choosing added to the Wheel of Misfortune. Upon the conclusion of the lottery, we'll be spinning the wheel live in the Arrgh server's public VC. Whoever's unlucky enough to be chosen by fate will be obliterated with the force of a thousand suns (like 3 to 4 dozen pirates with IEDs) right then and there. We'll be blasting 'em with everything we've got for 2-3 rounds. How to Buy Wheel Slots If you'd like to buy some slots on the wheel, you can do so by either making a ticket in the Arrgh server or by hitting up your hostess with the mostess (me) on discord. Wheel slots go for $100M a piece and do not have a limit per person. That said, we've only got enough space on the wheel for 100 slots total. All alliances are on the table here, except for tiny micros and our besties over at Yarr. Payment is required up-front and can be sent directly to the Arrgh bank. Trades work too. Just make sure to get permission from T$. Schedule February 19th DC: Ticket sales open. February 21st DC: Halftime Report. Alliances currently on the wheel and their number of slots are posted. February 23rd DC: Ticket sales close. February 24th, half an hour before DC: The wheel is spun live in the Arrgh Server. Hilarity ensues. Misc. Stuff As usual, fully anonymity. We won't reveal who you purchase tickets on. The wheel spin will be streamed exactly half an hour before DC with a 10 minute countdown leading up to it. Being mute is actually a little known requirement for holding a gov position in Arrgh, so don't expect a big fancy show. Good luck to all and may the best farmer win! - - - - - Halftime Report! Welcome back to the Wheel of Misfortune. Let's take a look at the current alliances on the wheel: Aurora - 4 Slots The Syndicate - 3 Slots The Immortals - 1 Slot Some real great nuke candidates up there. We've got 92 slots left, so if you'd like to get someone added, now's the time to do it. Ticket sales end at Friday's DC.
  4. Arrghiversary Episode 9: The Fall of Pixelhuggers A whole nine years of existence and plenty of brawls with it. From the the week long street fights to the multi-month cage matches, we've enjoyed every last one of them. For our 9th anniversary, we'd like to thank our founding captains. The people who first set sail and created the foundation of what would go on to be the great anarchist pirate coalition we have today. We dread to imagine what sort of pixel-infested nightmare this game would be without 'em. Cheers to 9 years and here's to 9 more! Arrgh!
  5. Most Influential Player: Pascal Most Likely to Succeed in 2023: Canbec Best Alliance Leader: Decagon Worst Alliance Leader: RightHonorable Best Villain: Wana Nicest Player: Pika Most Controversial Player: Poseidon Most Missed Player: Redarmy Best Fighter: TheDoom Best High Government Member: Uriah Most Online/Likely To Respond in 1 Minute: Penpiko Best War Criminal: Hatebi
  6. Alliance of the Year: Cataclysm Most Improved Alliance: Dark Brotherhood Best New Merged Alliance: Paradise Best Rookie Alliance: Requiem Best Alliance for New Players: The Enterprise Most Likely to Succeed in 2023: Aurora Most Likely to be Rolled in 2023: Camelot Most Honorable Alliance: Arrgh Best Fighting Alliance: Eclipse Worst Fighting Alliance: The MinuteMen Best Foreign Affairs Move: Hand of Fate joining GGO. Worst Foreign Affairs Move: T$ not honouring their treaties. Best Alliance Flag (please link): Bourbon Street Best Holiday Flag (please link): The Fighting Pacifists Biggest Alliance Decline in 2022: The Commonwealth
  7. Had the idea for a new set of achievements based on war/domestic polices that grant an upgraded version of their respective policy upon their completion. Format: Achievement name - Unlock requirement. Upgraded war policy effect. Thoughts. War Policies Destructive - While on the Attrition war policy, win a war using only Missiles and Nukes. Super Attrition: All attacks do 15% more infra damage, now includes Missiles and Nukes. Receive 20% less loot from ground battles. Thoughts: Pretty straight forward damage buff. Including missiles & nukes lets both sides of a war get more of a use out of it. Slow and Steady - While on the Turtle war policy, win a war after 50 turns have passed. Super Turtle: Take 15% less infra damage from all attacks, now includes Missiles and Nukes. Lose 20% more loot in ground battles. Thoughts: Counter to Attrition, same idea. TKO - While on the Blitzkrieg policy, win 3 wars within the same turn. Super Blitzkrieg: For the first 24 turns (48 hours) after switching, deal 15% more infra damage and causalities in offensive Ground Battles, Airstrikes and Naval Battles. When declared on, attacker starts with an extra MAP. Thoughts: Blitz is the worst war policy in the game and sees virtually no use as is. If you get slotted right before a turn change while on this policy, you can be airstriked 6 times over the course of a few minutes. Increasing the damage to units done by a flat 5% and doubling its active time may make it more worthwhile. King of the Castle - While on Fortress, win a war after fortifying 3 times. Super Fortress - 24 turns (48 hours) after switching, decrease infra damage and causalities in defensive Ground Battles, Airstrikes and Naval Battles by 15%. When declared upon, both parties start with 1 less MAP. Thoughts: Fortress is already the "Meta" war policy. This buff actually decreases the motivation to run it at all times during peace time, as switching to it shortly before being hit now lets you "parry" a blitz if timed well. Blitzkrieg still has the inherent advantage, as perfectly timing your switch to Fortress before a blitz would be rather hard (and can be waited out if done too early). You could instead wait to switch only after you've been hit, though this means you're taking the full 15% extra unit loss in the initial blitz. Lot of potential for interactions with Blitzkrieg. Opulent - While on the Moneybags war policy, win a war with more than $100,000,000 on your nation. Super Moneybags: Decrease loot stolen by 50%, take 5% more infra damage. Thoughts: Slight increase from its usual 40%. This is already a fantastic war policy, doesn't need much help. Swashbuckler - While on the Pirate war policy, win a war without possessing any units other than Soldiers. Super Pirate: Now takes 50% more loot. Improvements are twice as likely to be destroyed in defensive ground and naval battles. Thoughts: Same as Moneybags. Nice little buff to raiders hitting targets not using Moneybags. Tactical - While on the Tactician war policy, win a war using less than 30 MAPs. Super Tactician: Doubles the chance of destroying enemy improvements in ground and naval battles. Defensive spy ops are 5% more likely to be unsuccessful. Thoughts: This one is already insanely good. Instead of increasing its upside, this just decreases its inherent downside to a third of what it currently is (15%). Divine - While on the Guardian war policy, remove 2 status effects (Ground Control, Air Superiority or Blockade) within the same turn. Super Guardian: Halves the chance of losing an improvement in a defensive ground or naval battle. Lose 10% more loot in ground battles. Thoughts: Similar to Tactician. Can't halve or third both of them without getting a janky number, so Guardian gets the short end of the stick. Still pretty solid. Saboteur - While on the Covert war policy, launch 3 successful sabotage operations in a row against someone you're at war with. (Doesn't have to be the same nation.) Super Covert: Offensive spy ops are 20% more successful. Take 5% more infra damage in defensive ground, air and naval battles. Thoughts: Simple 5% increase. The spy war polices have a solid niche as is. OPSEC - While on the Arcane war policy, gather intelligence 5 times in a row without getting caught. Super Arcane: Defensive spy ops are 20% more successful. Take 5% more infra damage in defensive ground, air and naval battles. Thoughts: Same as Covert. Domestic Policies (Upgraded domestic policies effectively receive the buff they would have from Government Support Agency for free. Combos with GSA) Market Forces - While on the Open Markets domestic policy, build the maximum of each commerce improvement in all cities. Fueling the Fire - While on the Imperialism domestic policy, have a combined total of 40 raw resource and manufacturing improvements in a city. Diversified - While on the Urbanization domestic policy, have one of each improvement available in a city. Litter Picker - While on the Rapid Expansion domestic policy, have a city reach -250 pollution. Researcher - While on the Technological Advancement domestic policy, have 5 hospitals in all cities. Conquest - While on the Manifest Destiny policy, build the maximum of each military improvement in all cities. General thoughts - These achievements should be mostly accessible to everyone, regardless of size. Brand new nations may struggle with Opulent and some of the domestic polices that require around 2k infra, but thats about it. On the other hand, a lot of the war related achievements are highly non-meta and can't be easily grinded for against inactives by larger nations. - All achievements aim to be offensive/proactive to get, even for defensive war policies. - Due to the policy swap cooldowns, it'll take about a month and a half to get all of them if done perfectly. This gives people a reason to log in/do things in-game for a while. Also lets you prioritize them depending on which ones you want first/think are the easiest to get. - I tried to give most of the achievements adjective or cool sounding names. They should be something you actually want to display on your nation page. - Unlocking every achievement could give you a special one with a GIF background called "Achievement Hunter". This could be entirely cosmetic, or grant a brand new gimmick war policy. Maybe something like "Neutrality" which has no positives or negatives. You could also go in the opposite direction and add a war policy that switches to a random war policy every 12 turns. Call it "Chaos" or "Indecisive", something like that. Neither of these would be particularly good, but they could be a fun little reward. - This doesn't really use any brand new mechanics, just ones already in place. Should be relatively easy to implement. I'm far from an expert on stats, so some of the numbers may need tweaking. Feel free to comment any suggestions/changes you'd make. This could also be implemented as a purely cosmetic thing without the associated buffed war policies if people think they'd be too unbalanced.
  8. I like this clock because the 3 and 4 are placed on a very cool marble circle.
  9. Fantastic theme/flag. thank god you didn't go with the printing press idea
  10. Wow, Epi almost went a full month without irreparably ruining relations with one of his allies. Impressive.
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