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TRM

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Posts posted by TRM

  1. 34 minutes ago, Prefontaine said:

    The best solution I've come up with regarding this is:

    • Units can only be kept on reserve status for a period of time, 10 days or 14 days, sort of thing. That way going into a war you'll likely already have military in active status because you want defenses during peace time to prevent raids. This also makes having your war plans leaked a more dangerous thing, because alliances can order militaries to be built into reserve and wait. Then the other alliance can delay to them to pop to active -- etc.. it adds another dynamic.

    The reason I'm not the biggest fan of your solution is that a big part of coming out and fighting fresh is having that days rebuys available to you. 

    Problem with this is the fact that in 90% of wars, the defenders know that they are being targeted. This will be especially true with the fact that ground is now stronger, and alliances will probably be milling up b4 the blitz now more than ever, giving a heads up to their target that "Hey, we are coming".

  2. 14 hours ago, Azaghul said:

    I'd limit reserve military to 50% of the max capacity, which would allow you to build up to 50% and then get to 90-100% of units with a double buy.

    Allowing people to have 100% of their military in reserve would be too big of a nerf to blitzes.  

    I totally agree with this part. Having IT on someone is not a good enough trade off. You blitz someone on day one, they come back around on day two at full military strength, remove all those ITs you got by attacking them in the first place, and just plainly destroy you. This would completely discourage aggressive action by alliances. 

    Instead, just as Azaghul said, limit the number of units that can be in reserve. Be it 50 to 80% of your total capacity. 

    • Upvote 1
  3. I think that it is important to first off define what slot filling is. In my opinion, it is to attack a nation with the main intent of preventing it from being attacked and therefore harmed by others. 

    • Upvote 1
  4. 7 minutes ago, Borg said:

    Again, it is still easier to switch that one barrack, and not to mention costs less. 

     

    9 minutes ago, Borg said:

    A single day's rebuy is enough to justify the barracks. 10 ground attacks lasts 2 days (and thus two rebuys), so therefore it should always be worth it. 

    As a raider, I max soldiers and don't skimp on my barracks. Can't say that I've done much max tank no soldier raiding. Or no tank, 1 barracks raiding. 

    Sure, a few ground attacks probably get you enough to recoup ur losses on switching the barracks. But then come in the economic factors. 

    Regardless, this is hardly a moot point. Alex just needs to remove those strikes. 

    • Upvote 6
  5. 5 hours ago, Firwof Kromwell said:

    Why would one spend double what it is bargained for when they can use that for other things so they dont waste there time.  

    I don't know. You tell me. Why would anyone buy credits if they are so poor ingame?

     

    5 hours ago, Nadya Iwakura said:

    I dislike credits with pay-to-win uses and $40/month subscriptions as a player, it feels exploitative to people who are addicted/competitive towards the game in my opinion, like microtransactions in mobile games/gacha, and also means free players don't have the same reserves that those who spend money have. But sadly it seems to be the standard for free-to-play browser games and apps in the current games industry.

    This game is not P2W. If it was, there would be no cap on credits used per month. 

    Y'all need to stop complaining and just play the game. 

    • Upvote 2
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  6. 55 minutes ago, Firwof Kromwell said:

    I was more aiming at the fact Alex is advertising to buy credits & since people are greedy, prices are double & more what they are worth to cash em in for.  That more or less forces people to pay actual money since they are being ripped off.  Thus causing a MTX problem through the ads.(Like the one I stated in that video I made).

    People aren't forced to spend actual money to buy creds.  They can just buy em off the market. And if they don't like the prices, well, sucks to suck. 

    You are merely trying to find a problem where there isn't one.

    • Upvote 1
    • Downvote 1
  7. 11 minutes ago, CaptainPronin said:

    Absolutely lovely how hostile this community is to new players. I am about to be banned now I am sure. Nice playing with you all I guess.

    Maybe stop posting racist shit on ur nation, and you won't get the strike. 

    As they say, play stupid games, win stupid prizes. 

    • Like 1
    • Upvote 1
    • Downvote 1
  8. 3 hours ago, AntMan said:

     

    Money Food Coal Oil Uranium Lead Iron Bauxite Gasoline Munitions Steel Aluminum  
    -$228,619,276.47 -23,618.30 -1,917.04 -2,518.42 -935.93 -779.84 -2,160.74 -3,206.74 -1,468.74 -3,489.11 -5,297.94 -2,348.39  

     


    I have calculated that it indeed isnt a his safekeep
    The "-" sign signifies he has received more from the bank than he has put into it(taxes not included)

    Hm. Just looks awfully small to be a bank, lol. 

  9. 4 hours ago, Menace said:

    Can you explain why it would make spies useless? I can see how it would make it more difficult organizing to hold an opponents spies down, rather than wiping out spies at the start of a conflict and then not worrying about it for a while. However, a day to wipe out spies and 6 days to rebuild with the associated projects is not unreasonable. This is a slower rebuild time than every unit in the game, giving multiple days to spy military while an opponent rebuilds spies.

    Let's be fair. It takes more money to jill spies, than the spies are worth, or at least that was the case last global. I may be out of touch atm. 

    Either way, if you spend most of ur time spying spies, there will be very little respite from that to spy units, and that's to add on to the fight that using spies as a team is already hard enough. Why make it harder? 

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