Popular Post Prefontaine Posted September 25, 2020 Popular Post Share Posted September 25, 2020 (edited) First, for those asking about the updates in this thread they are being worked on and will come on the test server first and then will be pushed live as Alex implements them. My hope is that they will all be out in the coming month. Now for the bulk of the thread Game Changes When Alex changed military kill rates he based percentages off of daily rebuys. The changes I'm listing are not changing those numbers, but instead are increased or decreased directly by the listed percentage. So if an attack kills 50% of a daily rebuy by Alex's listing and I say that is decreasing by 20%, then the attack is changing from 50% to 40% of the daily rebuy. Just wanted to be clear about that. Time to dive into it. Spies Spy Casualties reduced by 60% from spy attacks. Losses from failing an offensive spy op are also reduced by 50% Spy Satellite only increases damages from spy vs spy attacks by 20% instead of the base 50%. Spy vs spy attacks are 5% more difficult. If your odds of success were 75%, they are now 70% Spy vs spy attacks are 5% more likely to have the identify of the attacker identified. If your odds of being identified were 70% they are now 75% Soldiers 5% increase is casualties from soldiers fighting soldiers. (combine with tank bonus later) 33% reduction in tanks killed by soldiers. Soldier only attacks/defends kill too many tanks. Tanks Tanks ability to kill planes after gaining ground superiority reduced by 40% 15% increase in casualties to soldiers by tanks 5% increase in casualties to tanks by tanks. Planes 40% 25% increase in tanks killed by bombing runs. 10% increase in soldiers killed by bombing runs. 10% increase in ships killed by bombing runs. Ships 10% increase in ships killed by other ships. Treasures Treasures can be directly traded between players. Treasures cannot be traded while either nation has an active offensive or defensive war. A nation with a treasure already in it cannot trade for another treasure. City/Project Timers New City timers are not effected by projects. New Protects have their own timer of 10 days (120 turns) City timer resets are reduced by 1 credit to 3 credits. Project timer resets cost 2 credits. New Project Someone give a good name for this project Effect: This project provides two project slots. Cost: Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 The cost/concept is focused on giving mid-tier nations an additional project slot. I'm highly open to the idea of changing costs to better reflect this. Whales might buy it, but whales have more project slots than the use in many cases. This one might get entirely shot down by Alex, I've not run it by him yet. Most of these other changes have the green light for Alex, but the numbers can be tweaked still. My plan is have this thread decided upon sometime around the first week of October, so please provide input during these next 10 days or so. These changes are the results of threads like these, suggestions in the suggestion section (like treasure trading and project timers). In addition the new project is due to a desire for more project slots. Attention is being paid and other conversations are being had on discord. Please continue to provide feedback. Thank you. Edited October 1, 2020 by Prefontaine 5 1 11 20 Link to comment Share on other sites More sharing options...
Popular Post Kevanovia Posted September 25, 2020 Popular Post Share Posted September 25, 2020 (edited) 7 minutes ago, Prefontaine said: New Project Someone give a good name for this project Effect: This project provides two project slots. Cost: Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 Name idea: Community Outreach Project Edited September 25, 2020 by Once-ler 1 3 4 Link to comment Share on other sites More sharing options...
Cobain Jones of Rexingcord Posted September 25, 2020 Share Posted September 25, 2020 Dark mode enough said Link to comment Share on other sites More sharing options...
Broke Posted September 25, 2020 Share Posted September 25, 2020 (edited) [edit] My bad I misread it, but the project is still pretty useless. Edited September 25, 2020 by Broke Link to comment Share on other sites More sharing options...
Palps Posted September 25, 2020 Share Posted September 25, 2020 I cried a little bit when reading the spy updates. I feel bad for those who bought spy sat 5 Link to comment Share on other sites More sharing options...
Alan Posted September 25, 2020 Share Posted September 25, 2020 10 minutes ago, Prefontaine said: New Project Someone give a good name for this project Effect: This project provides two project slots. Cost: Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 "Think Tank" or "Research & Development" 1 2 A game dies without a community. Don't hate on the communities trying to grow. Eat them instead. Link to comment Share on other sites More sharing options...
Prefontaine Posted September 25, 2020 Author Share Posted September 25, 2020 1 minute ago, Broke said: By building that project, you are using a project slot, so the entire project is a complete feckin waste. Maybe name it: The Useless Project For The Bored It costs 1 project slot. It gives you 2. You gain 1 bonus project slot. Just now, Liberty said: I cried a little bit when reading the spy updates. I feel bad for those who bought spy sat Still gives bonuses to killing units at 50%, just not the spies. Link to comment Share on other sites More sharing options...
Broke Posted September 25, 2020 Share Posted September 25, 2020 Just now, Prefontaine said: It costs 1 project slot. It gives you 2. You gain 1 bonus project slot. my apologies I misread it. But still, why build that when you can just use the cash to build more cities/infra Link to comment Share on other sites More sharing options...
BelgiumFury Posted September 25, 2020 Share Posted September 25, 2020 Just now, Broke said: my apologies I misread it. But still, why build that when you can just use the cash to build more cities/infra Becauseyou might want a project instead of a city/ infra. Link to comment Share on other sites More sharing options...
Prefontaine Posted September 25, 2020 Author Share Posted September 25, 2020 Just now, Broke said: my apologies I misread it. But still, why build that when you can just use the cash to build more cities/infra People have been asking for more project slots. This provides an option. 1 Link to comment Share on other sites More sharing options...
RyanK Posted September 25, 2020 Share Posted September 25, 2020 Put a limit on how many treaties an alliance can have. Ally!@#$ging at its finest with some. 1 4 Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted September 25, 2020 Author Popular Post Share Posted September 25, 2020 1 minute ago, RyanK said: Put a limit on how many treaties an alliance can have. Ally!@#$ging at its finest with some. Copy. Deleting all treaties for the alliance "TheNorthWesternSouthRegionofthefarEast". 7 Link to comment Share on other sites More sharing options...
RyanK Posted September 25, 2020 Share Posted September 25, 2020 2 minutes ago, Prefontaine said: Copy. Deleting all treaties for the alliance "TheNorthWesternSouthRegionofthefarEast". Do it Link to comment Share on other sites More sharing options...
epsteindidntkillhimself Posted September 25, 2020 Share Posted September 25, 2020 3 minutes ago, Prefontaine said: Copy. Deleting all treaties for the alliance "TheNorthWesternSouthRegionofthefarEast". 2 Link to comment Share on other sites More sharing options...
Popular Post Viselli Posted September 25, 2020 Popular Post Share Posted September 25, 2020 You dont get the spy satellite for killing units you get it for the spy vs spy effect. This will make a very expensive project almost useless, changes the plane/tank meta yet again after only one 10 day war, and makes needless other changes such as 10% increase in ship vs ship kills However, the project timer and treasure changes are welcome 16 4 Link to comment Share on other sites More sharing options...
The Titan Posted September 25, 2020 Share Posted September 25, 2020 Godamn it, war mechanics changing again, guess we better go roll someone. 2 Peace in our time Link to comment Share on other sites More sharing options...
Shiho Nishizumi Posted September 25, 2020 Share Posted September 25, 2020 43 minutes ago, Prefontaine said: Someone give a good name for this project Mega resource sink. 4 1 Link to comment Share on other sites More sharing options...
Artifex Posted September 25, 2020 Share Posted September 25, 2020 57 minutes ago, Prefontaine said: Treasures can be directly traded between players. 57 minutes ago, Prefontaine said: New City timers are not effected by projects. Woooooo Love you Link to comment Share on other sites More sharing options...
Popular Post Adrienne Posted September 25, 2020 Popular Post Share Posted September 25, 2020 (edited) 1 hour ago, Prefontaine said: Spy Casualties reduced by 60% from spy attacks. Losses from failing an offensive spy op are also reduced by 50% Spy Satellite only increases damages from spy vs spy attacks by 20% instead of the base 50%. Spy vs spy attacks are 5% more difficult. If your odds of success were 75%, they are now 70% Spy vs spy attacks are 5% more likely to have the identify of the attacker identified. If your odds of being identified were 70% they are now 75% Need to look at the rest of these and play around but I don't think reducing Spy Satellite down that much is a good idea, especially when it's not even really gotten play time. Don't nerf something before you even get to really see it in action. Edited September 25, 2020 by Adrienne 26 Link to comment Share on other sites More sharing options...
Popular Post Zoot Posted September 25, 2020 Popular Post Share Posted September 25, 2020 Ah, time for the monthly rebalancing of the war system. 9 Link to comment Share on other sites More sharing options...
Popular Post BelgiumFury Posted September 25, 2020 Popular Post Share Posted September 25, 2020 I agree with Adri.Spy sat costs a lot, people invested in it with the intention to use it (i presume, i may never know for sure) and there hasnt been a real global since it was implemented. 9 Link to comment Share on other sites More sharing options...
Havgle Posted September 25, 2020 Share Posted September 25, 2020 Sees spy update Sh*t, how am I gonna kill Firwof's spi- I mean what 1 3 "Havgle is a piece of sh*t" -probably everyone in Orbis Link to comment Share on other sites More sharing options...
Prefontaine Posted September 25, 2020 Author Share Posted September 25, 2020 The numbers aren’t set in stone. Suggest changes to spy sat kill rates if that’s your point of contention. 4 Link to comment Share on other sites More sharing options...
Popular Post Uriah 'the Fox' Posted September 25, 2020 Popular Post Share Posted September 25, 2020 (edited) 12 minutes ago, Prefontaine said: The numbers aren’t set in stone. Suggest changes to spy sat kill rates if that’s your point of contention. I believe the point of contention is to leave spy sat alone, Like, dont even change it. It hasnt been used much yet like Adrienne said and people who've built it easily have spent a half billion if not more. Edited September 25, 2020 by Uriah 'the Fox' 10 Link to comment Share on other sites More sharing options...
Popular Post Raphael Posted September 25, 2020 Popular Post Share Posted September 25, 2020 (edited) 1 hour ago, Prefontaine said: First, for those asking about the updates in this thread they are being worked on and will come on the test server first and then will be pushed live as Alex implements them. My hope is that they will all be out in the coming month. Now for the bulk of the thread Game Changes When Alex changed military kill rates he based percentages off of daily rebuys. The changes I'm listing are not changing those numbers, but instead are increased or decreased directly by the listed percentage. So if an attack kills 50% of a daily rebuy by Alex's listing and I say that is decreasing by 20%, then the attack is changing from 50% to 40% of the daily rebuy. Just wanted to be clear about that. Time to dive into it. Spies Spy Casualties reduced by 60% from spy attacks. Losses from failing an offensive spy op are also reduced by 50% Spy Satellite only increases damages from spy vs spy attacks by 20% instead of the base 50%. Spy vs spy attacks are 5% more difficult. If your odds of success were 75%, they are now 70% Spy vs spy attacks are 5% more likely to have the identify of the attacker identified. If your odds of being identified were 70% they are now 75% Soldiers 5% increase is casualties from soldiers fighting soldiers. (combine with tank bonus later) 33% reduction in tanks killed by soldiers. Soldier only attacks/defends kill too many tanks. Tanks Tanks ability to kill planes after gaining ground superiority reduced by 40% 15% increase in casualties to soldiers by tanks 5% increase in casualties to tanks by tanks. Planes 40% increase in tanks killed by bombing runs. 10% increase in soldiers killed by bombing runs. 10% increase in ships killed by bombing runs. Ships 10% increase in ships killed by other ships. Treasures Treasures can be directly traded between players. Treasures cannot be traded while either nation has an active offensive or defensive war. A nation with a treasure already in it cannot trade for another treasure. City/Project Timers New City timers are not effected by projects. New Protects have their own timer of 10 days (120 turns) City timer resets are reduced by 1 credit to 3 credits. Project timer resets cost 2 credits. New Project Someone give a good name for this project Effect: This project provides two project slots. Cost: Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 The cost/concept is focused on giving mid-tier nations an additional project slot. I'm highly open to the idea of changing costs to better reflect this. Whales might buy it, but whales have more project slots than the use in many cases. This one might get entirely shot down by Alex, I've not run it by him yet. Most of these other changes have the green light for Alex, but the numbers can be tweaked still. My plan is have this thread decided upon sometime around the first week of October, so please provide input during these next 10 days or so. These changes are the results of threads like these, suggestions in the suggestion section (like treasure trading and project timers). In addition the new project is due to a desire for more project slots. Attention is being paid and other conversations are being had on discord. Please continue to provide feedback. Thank you. I personally don't think ground units need to take any additional casualties from any source other than planes versus tanks. All these buffs to killing soldiers seems like it would disproportionately harm raiders and literally do nothing to the overall war system for everyone else. Ships probably need more than a 10% bump, they are incredibly bad right now. My navy can't hit another boat to save their lives. Otherwise the big numbers in this post like 40% boost to planes vs tanks or 40% reduction in planes vs tanks should probably be toned down. 40% nerfs/buffs usually just lead to a correction down the line... again. New Project name: Manifest Destiny. 42 minutes ago, Adrienne said: Need to look at the rest of these and play around but I don't think reducing Spy Satellite down that much is a good idea, especially when it's not even really gotten play time. Don't nerf something before you even get to really see it in action. We've run a lot of scenarios on the dev team with spy casualties specifically. The spy satellite has been a massive thorn in the side of the discussion on how to balance them. The tl;dr is that even without the spy satellite, spy v. spy attacks can either completely zero or near-zero an enemy's spy count in a single day change. As I'm sure everyone knows. The spy satellite can effectively make it so you can lose your entire (effective or literal) spy count in a single barrage of attacks. The whole mechanic is wildly broken. That being said, I think most of us agree that spy satellites should simply be refunded for those who bought it. As it is a very expensive project and those who bought it did so under the impression it was stupidly OP. Edited September 25, 2020 by Roberts 1 9 1 Link to comment Share on other sites More sharing options...
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