Moreau Posted December 5, 2015 Share Posted December 5, 2015 (edited) Sheppy ily,you finally are going to add chemical weapons And all the perks look awsome But to make war even more intresting i say add defensive improvements o/ saruman Edited December 5, 2015 by Moreau III 4 Quote Signed by Sultan Moreau Link to comment Share on other sites More sharing options...
Moreau Posted December 5, 2015 Share Posted December 5, 2015 There is no defensive/offensive specification in your ideas there. Beyond that I don't think they'd do what you want so here are some of my ideas. Trench System: Halves the strength of attacking soldiers and tanks. Disabled when the attacker makes a ground attack (that will likely fail) or the defender launches a ground attack themselves. Aerial Defense: When the attacker declares, the game simulates the defender's airforce attacking the attacker's soldiers, tanks, and ships (ignoring their defending planes). No Fly Zone: If the declarer has less planes than the defender's + 180 (two cities airbases full) then they cannot launch air attacks for 6 turns (12 hours) Mechanized Defense: If the declarer has less tanks than the defender's + 2500 (two cities factories full) then they cannot launch ground attacks for 6 turns (12 hours) Blockade Breakers: If the declarer has less ships than the defender's + 30 (two cities shipyards full) then they cannot launch naval attacks for 6 turns (12 hours) Just make the two perks sets separate then. This also sounds awsomeSheepy pls 1 Quote Signed by Sultan Moreau Link to comment Share on other sites More sharing options...
seabasstion Posted December 5, 2015 Share Posted December 5, 2015 Will there be any perks like city walls or something that would give an offline nation some form of hardening in the works at some point? Aside from radio comms which will be a default selection, these all seem designed to give the attacking nation even more of an advantage 1 Quote Link to comment Share on other sites More sharing options...
Vosunda Posted December 5, 2015 Share Posted December 5, 2015 (edited) Basically in my opinion, Add defensive and economic perks. Also nukes should have some kind of perk, maybe EMP or something. Perhaps something that disables the beige timer for them or makes them do more damage. Maybe perks that instead of doing massive infra damage to one city, could spread lesser damage out over several, or a perk that could damage military units instead of infra. And make them more expensive, of course. Overall, I think this is a good start, but at its current state will just keep war completely in the advantage of the attacker, which is its main problem in my opinion. Foxfire is right, the politics drive war, grudges will be made, tensions will rise and war will happen, and war -should- be destructive, not rewarding. EDIT: What about spy perks, too? Edited December 5, 2015 by Vosunda 2 Quote Link to comment Share on other sites More sharing options...
Chapsie Posted December 5, 2015 Share Posted December 5, 2015 There is no defensive/offensive specification in your ideas there. Beyond that I don't think they'd do what you want so here are some of my ideas. Trench System: Halves the strength of attacking soldiers and tanks. Disabled when the attacker makes a ground attack (that will likely fail) or the defender launches a ground attack themselves. Aerial Defense: When the attacker declares, the game simulates the defender's airforce attacking the attacker's soldiers, tanks, and ships (ignoring their defending planes). No Fly Zone: If the declarer has less planes than the defender's + 180 (two cities airbases full) then they cannot launch air attacks for 6 turns (12 hours) Mechanized Defense: If the declarer has less tanks than the defender's + 2500 (two cities factories full) then they cannot launch ground attacks for 6 turns (12 hours) Blockade Breakers: If the declarer has less ships than the defender's + 30 (two cities shipyards full) then they cannot launch naval attacks for 6 turns (12 hours) Just make the two perks sets separate then. I like these, gives a defensive nation a chance to actually react to an already powerful raider which may equal the situation out assuming the person logs on in that time bracket. Quote We have seized the means of production. Though union, and self-governance, we have organized between all peoples of the land. Link to comment Share on other sites More sharing options...
Abu Haddad Posted December 5, 2015 Share Posted December 5, 2015 This game is like the real world. Lie to the citizens and do the heck you want Quote Caliph of The Caliphate of Arabia. Caliph of the Islamic State of Arabia. Principle of The Principality of Chechnya. Grand Emir of The Emirate of The Caucus. Emperor of the Empire of Persia. Sultan of The Sultanates of Turkey and The Crimea. Czar of the Tsardom of The Balkans. Archon of The Archonate of Greece. Supreme Consul of The Consulate of Italy. Shah of The Shahdom Of Khorason Link to comment Share on other sites More sharing options...
Peter Quill Posted December 5, 2015 Share Posted December 5, 2015 This game is like the real world. Lie to the citizens and do the heck you want 0/10 shit-post. 2 Quote <&Partisan> EAT THE SHIT <blacklabel> lol @ ever caring about how much you matter in some dumbass nation simulation browser game. what a !@#$in pathetic waste of life Link to comment Share on other sites More sharing options...
Azaghul Posted December 5, 2015 Share Posted December 5, 2015 There is no defensive/offensive specification in your ideas there. Beyond that I don't think they'd do what you want so here are some of my ideas. Trench System: Halves the strength of attacking soldiers and tanks. Disabled when the attacker makes a ground attack (that will likely fail) or the defender launches a ground attack themselves. Aerial Defense: When the attacker declares, the game simulates the defender's airforce attacking the attacker's soldiers, tanks, and ships (ignoring their defending planes). No Fly Zone: If the declarer has less planes than the defender's + 180 (two cities airbases full) then they cannot launch air attacks for 6 turns (12 hours) Mechanized Defense: If the declarer has less tanks than the defender's + 2500 (two cities factories full) then they cannot launch ground attacks for 6 turns (12 hours) Blockade Breakers: If the declarer has less ships than the defender's + 30 (two cities shipyards full) then they cannot launch naval attacks for 6 turns (12 hours) I like the general idea of defense oriented perks. Instead of trenches weakening the attacker by 50% (which is overpowered), perhaps a perk that makes it harder to establish ground control? Two perks, one that makes it harder for attackers to establish ground control, and another that makes it harder for attackers to establish air control, would be a nice addition. Just make the two perks sets separate then. That would work. Quote Link to comment Share on other sites More sharing options...
Moreau Posted December 5, 2015 Share Posted December 5, 2015 I'm sure sheppy will update the perk system reguarly when it comes out so no worries 3 Quote Signed by Sultan Moreau Link to comment Share on other sites More sharing options...
Dimitri Valko Posted December 5, 2015 Author Share Posted December 5, 2015 I'm sure sheppy will update the perk system reguarly when it comes out so no worries Honestly, I doubt it. 1 Quote Link to comment Share on other sites More sharing options...
Abu Haddad Posted December 5, 2015 Share Posted December 5, 2015 He must and there will always be a wild pack in the game to cause war so there will always be war 1 Quote Caliph of The Caliphate of Arabia. Caliph of the Islamic State of Arabia. Principle of The Principality of Chechnya. Grand Emir of The Emirate of The Caucus. Emperor of the Empire of Persia. Sultan of The Sultanates of Turkey and The Crimea. Czar of the Tsardom of The Balkans. Archon of The Archonate of Greece. Supreme Consul of The Consulate of Italy. Shah of The Shahdom Of Khorason Link to comment Share on other sites More sharing options...
Nadir Aminu Posted December 5, 2015 Share Posted December 5, 2015 I'm sure sheppy will update the perk system reguarly when it comes out so no worriesYeah, it will only take another 6 months... 3 Quote Link to comment Share on other sites More sharing options...
Rozalia Posted December 5, 2015 Share Posted December 5, 2015 I like the general idea of defense oriented perks. Instead of trenches weakening the attacker by 50% (which is overpowered), perhaps a perk that makes it harder to establish ground control? Two perks, one that makes it harder for attackers to establish ground control, and another that makes it harder for attackers to establish air control, would be a nice addition. That would work. It's powerful but only works for the initial attack and thinking on it, can be gamed by the attacker sending a meager force (as they initial force being reduced by 50% of it's strength is bound to lose unless the difference in strength is absolutely gigantic). Still it would waste 3 of their points at least and the exploit can be fixed by forcing the attacker to use their full force in their first attack. Making it harder to establish ground/air control is easy enough. Instead of requiring one immense victory to gain control just make it take two for example, or three if you want to make it even harder. You could also have perks to reduce the effectiveness of ground/air control by 50%, either in one package or spread out among two perks. 2 Quote Link to comment Share on other sites More sharing options...
Abu Haddad Posted December 5, 2015 Share Posted December 5, 2015 There should be concessions on using perks Quote Caliph of The Caliphate of Arabia. Caliph of the Islamic State of Arabia. Principle of The Principality of Chechnya. Grand Emir of The Emirate of The Caucus. Emperor of the Empire of Persia. Sultan of The Sultanates of Turkey and The Crimea. Czar of the Tsardom of The Balkans. Archon of The Archonate of Greece. Supreme Consul of The Consulate of Italy. Shah of The Shahdom Of Khorason Link to comment Share on other sites More sharing options...
Moreau Posted December 5, 2015 Share Posted December 5, 2015 Also what happend to the first strike project? Is it still in the test server i'm to lazy to check Quote Signed by Sultan Moreau Link to comment Share on other sites More sharing options...
Moreau Posted December 5, 2015 Share Posted December 5, 2015 Foxfire you pixel hugger just deal with it.gif The radio comms are awsome 1 Quote Signed by Sultan Moreau Link to comment Share on other sites More sharing options...
Hooves Posted December 5, 2015 Share Posted December 5, 2015 (edited) There is no defensive/offensive specification in your ideas there. Beyond that I don't think they'd do what you want so here are some of my ideas. Trench System: Halves the strength of attacking soldiers and tanks. Disabled when the attacker makes a ground attack (that will likely fail) or the defender launches a ground attack themselves. Aerial Defense: When the attacker declares, the game simulates the defender's airforce attacking the attacker's soldiers, tanks, and ships (ignoring their defending planes). No Fly Zone: If the declarer has less planes than the defender's + 180 (two cities airbases full) then they cannot launch air attacks for 6 turns (12 hours) Mechanized Defense: If the declarer has less tanks than the defender's + 2500 (two cities factories full) then they cannot launch ground attacks for 6 turns (12 hours) Blockade Breakers: If the declarer has less ships than the defender's + 30 (two cities shipyards full) then they cannot launch naval attacks for 6 turns (12 hours) Well it was just something that popped up in my mind. So it was bound to not work out so well. I do like what you're planning here. If you invest in these perks, you're taking out some of the 8 you're limited to. It gives the players some time to at least be offline instead of changing war mechanics to be a daily attack system thing like in (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways). Besides, the attacker still gets more MAP for when the defense timers run out. I can't fully commit to supporting your idea at the most, but it's definitely a great path of thinking. Edited December 5, 2015 by Hooves 1 Quote Link to comment Share on other sites More sharing options...
Fox Fire Posted December 5, 2015 Share Posted December 5, 2015 I'm sure sheppy will update the perk system reguarly when it comes out so no worries Which would be stupid. The mechanics of this game should at least try to be consistent. Constantly changing them is annoying as !@#$. Quote _________________________________________________________________ <Jroc> I heard \ is an anagram of cocaine<\> I can't be rearranged into a line, I already am a line. --Foxburo Wiki-- Link to comment Share on other sites More sharing options...
Atzuya Posted December 5, 2015 Share Posted December 5, 2015 These perks haven't been implemented or even finalized yet. Let's not rush Sheepy too much. Also what happend to the first strike project? Is it still in the test server i'm to lazy to check It's been removed 1 Quote Link to comment Share on other sites More sharing options...
Moreau Posted December 5, 2015 Share Posted December 5, 2015 Which would be stupid. The mechanics of this game should at least try to be consistent. Constantly changing them is annoying as !@#$. Maybe because of how salty you become if the attacker gets an bonus Quote Signed by Sultan Moreau Link to comment Share on other sites More sharing options...
WISD0MTREE Posted December 6, 2015 Share Posted December 6, 2015 Raiding is not the same thing as a full blown alliance war. It can turn into one, but 99% of the time does not. I don't even need to explain that. You said "fighting," not alliance warfare. fightverb \ˈfīt\ : to use weapons or physical force to try to hurt someone, to defeat an enemy, etc. : to struggle in battle or physical combat : to be involved in (a battle, struggle, etc.) : to argue in an angry way 2 Quote Link to comment Share on other sites More sharing options...
Administrators Alex Posted December 6, 2015 Administrators Share Posted December 6, 2015 Wow, there's a lot of anti-perk sentiment here. Maybe I'll just scrap this idea. 1 Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
Kastor Posted December 6, 2015 Share Posted December 6, 2015 I'm not sure what everyone is so excited about. This is Sheepy's usual "3 month" thing that Perks are "on the way". We may see these next summer, at best. 3 Quote Link to comment Share on other sites More sharing options...
Hooves Posted December 6, 2015 Share Posted December 6, 2015 (edited) Wow, there's a lot of anti-perk sentiment here. Maybe I'll just scrap this idea. I actually do hope that's sarcasm... I'm not very good at picking those up Edited December 6, 2015 by Hooves 2 Quote Link to comment Share on other sites More sharing options...
Chapsie Posted December 7, 2015 Share Posted December 7, 2015 I personally like the idea, just needs a little more Offence/defense balancing. 2 Quote We have seized the means of production. Though union, and self-governance, we have organized between all peoples of the land. Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.