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Kaz

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Everything posted by Kaz

  1. Some changes to the current metrics are definitely needed. Under the current system, tank destruction of planes is too high, especially when considering how you can ground attack 4x per day. Plane destruction of tanks, maybe a little low. But changing to 40% increase/decrease ratios from the current system is just giving us a planes are God system again. It was actually nice having a stronger ground and ship style of warfare, especially with tanks now only costing .5 steel each and a ridiculously small amount to manufacture.
  2. Classy and dignified behavior from all parties. Hoping this is the new norm. Thank you to my SWAMP allies. Thanks to Hedge, just for being bad ass. Thanks to @Sphinx and the rest of the sphere for being class acts. Now let’s all get back to peace. Game was more fun during NAP. Stuff started coming back to life on the servers, and we were all making some decent money.
  3. May we wreck lots of pixels and shake hands like gentlemen and gentlewomen at the end. Good luck to all.
  4. @Alex what about existing tanks that have already been built? Are they going to decommission at the .5 value if they were built for 1 unit of steel? Are nations going to be credited for 1/2 the value of steel used to build existing tanks they have in their military at the 1 unit level? This a highly expensive change for someone who already has a large amount of tanks built.
  5. I should pay more attention going forward. I thought this was over 2 weeks ago. Enjoy peace @Nokia Rokia and TCM. This was quite possibly the most avoidable war in the history of P&W.
  6. TFP is 2000 days old today! Long live TFP! Proud to be a part of it.
  7. Hello friend! Welcome back.
  8. Damn, I sign off for a few hours....and this. Well, we genuinely tried for peace. It’s not like we started anything here.
  9. Fair point that deserves clarification. I have no issue with anyone who remained in this game either during or post dial up...on either side of the conflict. That’s a fact. None of us in TFP have an issue there. Became friends with many former foes, and we even have several from the “other” side who are in our alliance today. That war is 100% over in my eyes. Doesn’t mean @Roquentin should or would be welcome back with open arms. Months and months of “unconditional” terms and “disband your alliance” kind of soured my view of the guy. That’s all.
  10. Kaz

    Electricity

    I’m following your logic and actually agree with it. Serious question, would solar power for everyone be affected by substantial amounts of nuclear detonations like food production was in dial up when all of Orbis couldn’t make food?
  11. I really hope @Roquentin reactivates his account when his 6 month ban is over with. Thinking there might be a handful of players who would really enjoy an opportunity to “welcome” him back to P&W.
  12. Why don’t you identify the problem with this so we can better understand you @Firwof Kromwell?
  13. You’re a class act as always Prefonteen. 👊🏻 I’m so glad I never found these forums until months into the game and well after dialup started. With all of this toxicity here, I would have likely quit at C10.
  14. Wow. Gotta love the standard P&W toxicity on display here. Smh 🤦🏻‍♂️
  15. We will have to agree to disagree here. I think the aspect of not reducing the plane value once ground control is established was a mistake on his part. I’m not the only one saying this. That and the fact of “bad rolls” even being there when one side clearly has an advantage over another in a specific category is another problematic issue, and it’s one of the main reasons the last war lasted almost 9 months. The old format would have been fine had the roll format been tweaked and the ability for either ground or ships to have the ability to eliminate some amount of planes been in effect. You can sell me on a moderate lessening of plane strength when having them at a say 1500 count could destroy 2200 tanks or 55,000 troops. That was excessive certainly. But this new system in my eyes has simply made war exponentially more expensive.
  16. You’re not factoring in the inability to take down the opponent’s front line to a level that exceeds his daily rebuild ability. So ultimately, ground control is lost. At best, you have a 1-2 shot deal at plane destruction unless you’re fighting against someone who completely fell asleep during a war. Let me give you an example. I ran a simulation on test server using 120,000 soldiers and 10000 tanks to an opponent’s 96,000 soldiers and 6000 tanks (costly battle in the real game, no?). I got an initial moderate, followed by an immense on the open. He took air superiority. I got one additional ground shot in to reduce his planes by 45. Then he was able to over take me on the tank rebuild (keep in mind, my tanks are maxed but at 50% effectiveness) I lost ground control and could never get it back. All he had to do was air hit me through the rest of the war and it was checkmate with a $51M front line. His plane destruction from my ground forces equaled less than $2M. Without planes having a reduction in effectiveness when ground control is established, there’s no counter balance. For a C20, you’re talking needing a $100m+ tank arsenal on the ground at all times. That’s ludicrous. Well, unless I want to sit on undefended nation’s at my city size...because I can attack them with a full military arsenal in every category.
  17. The number #1 problem with this update in my eyes is that ground control does nothing to reduce the effectiveness of planes (at least on the test server), but planes reduce tank value by 50%. If you start out a war with a plane disadvantage, opponent has slightly better than 50% of your ground force, you lost the war straight out of the gate based on war scoring mechanics alone. The infinitesimal plane destruction you get from having ground control only takes place on subsequent hits AFTER you’ve established an immense triumph for a first time. Otherwise, you’re at a stalemate. The #2 major issue in my eyes is that a maxed out military in all 4 categories can declare on a nation of same size and infra with 0-0-0-0 forces. How does that make any sense? Add Pirate economy and you can hold 6 nations down simultaneously and not even fire a single shot All this update just did was make actual non-raiding war wicked expensive and even more lopsided than it already was. Advantage, whales with deep pockets. Disadvantage anyone in the game who doesn’t have a $500M per nation war chest. @Alex, you really need to rethink this.
  18. This is why I almost never come onto the forums. Predictable negative nonsense spewed on a farewell post. @Fraggle was easily THE most recognized nation in the game. Absolutely brilliant nation concept of that broke all of the standard norms. Totally cool person to talk with too. It was a privilege to get to know you Fraggle. Always in character. Interesting perspective was always offered each time we chatted. I hope you log back into your discord so I can give you a proper farewell.
  19. All of these new projects are really nice, but everything that’s been added since the city projects has been whale level stuff. They are completely cost prohibitive for 80-90% of the game at today’s resource prices. Without some sort of lower level mining projects being added, be they at a nation level or at a newly created alliance wide specialty level, all they are really doing is throwing the entire game’s economy into further imbalance.
  20. Epi, You seem to be thinking along the same lines as me here. I genuinely like the larger concept of what this post is suggesting. Just comes down to detail of how and what as well as how to limit lopsided abuse.
  21. Without getting into the specifics of “what” the actual alliance projects should be, there really should be some benefit to joining an established alliance beyond group protection, grants, and tax differences vs simply starting another random micro. Most team and alliance oriented games have “perks” that get unlocked after certain levels that are achieved collectively as a group. Starter perks are easy, the more advanced ones take months to achieve. If something like this were added, there should be a cap level worked into it so a whale alliance doesn’t have the ability to have an extreme advantage on the rest of the game. But the overall this suggestion certainly has merit in my eyes, even if it’s only 1 specialization track you can take at a time...say spies, naval, or stronger ground...anything that reduces the lopsided air advantage that a large alliance or coalition has. *edited* what I’m envisioning as I wrote this...1, perhaps 2 specializations per alliance max. If one specialization is destroyed, a delayed time limit of say, 30 days before you can chose a different one to prevent rapid fire specialization changes during a global like you can do with projects or military policies
  22. They’re digital pixel people. Choke on the fumes of modern industry and be glad you have a middle class economy! Seriously, I kind of like this project idea. Maybe only 5-7% pollution reduction, though. Too high of a reduction and you no longer really need recycling centers or hospitals at all. But having a project like this to free up an improvement slot or two would be nice.
  23. I had my doubts. Now I’m doubting them. Thank you for your clarifications that only led to more questions.
  24. That graph is very compelling. And since it’s on the Internet, it must be true. Rumor has it that Covid-20 is being released within the game itself to do the job NPO couldn’t do.
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