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Forgotten1

Member
834

Jun 20th 2010, 17:25:01

120(120) has given FSes such a huge advantage since it was introduced. If you have a big enough showing in your FS, often it would already decide the final out come of the whole war. Especially if both sides are have around the same amount of members.

Some suggestions a few others and I have came up with over an hour in IRC was,

- Increasing penalties of civ losses, which would mean taking more turns to kill a country, and increasing civ population. (Which might be a buff to cashers)

-24 hour window after declaration where the FS have to wait??? *shrug* Something along with a declaration of war in game by tag controller that would also be announced in game, before an alliance is allowed to do more then say 400 hits on another alliance within a 24 hour period?
*So a War Dec would be followed by a kill run, that's how wars usually are started anyways, some guy flys a plane into your building, or you shoot a missle at your own government building. Someone has to die.*


My personal suggestion was to change how stored turns come out.

At the current of 120(120) @ FS, log out after finish turns, log in 18 hours later,

would = 114(66), then 114(8), then 68.


curbing it to two turns per 3 intervals = 120(120), 96(84), 96(48), 96(12), 72
curbing it to one turn per 2 intervals = 120(120), 87(93), 87(66), 87(39), 87(12), then 72
curbing it to one turn per 3 intervals = 120(120), 78(102), 78(84), 78(66), 78(48), 78(30), 78(12), 72


Would definitely create longer wars and more evened out so that the aggressor does not get a huge advantage.

Edited By: Forgotten on Jun 20th 2010, 18:30:40
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Forgotten1

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Jun 20th 2010, 17:25:28


Edited By: Forgotten on Jun 20th 2010, 17:26:24
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Forgotten1

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Jun 20th 2010, 17:25:50


Edited By: Forgotten on Jun 20th 2010, 17:26:29
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Forgotten1

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Jun 20th 2010, 17:26:04


Edited By: Forgotten on Jun 20th 2010, 17:26:53
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Forgotten1

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Jun 20th 2010, 17:26:14

oh fluff
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W Game profile

Member
239

Jun 20th 2010, 18:25:33

what happened?? lol
[9:22pm] xHx: on a fluff ton of tech
[9:22pm] xHx was kicked from the chat room by Hellcat. (Badwords Detected!)
[9:22pm] Within[SnG]: what?? fluff this
[9:22pm] You were kicked from the chat room by Hellcat. (Badwords Detected!)

Marshal Game profile

Member
32,589

Jun 20th 2010, 18:35:47

forgotten did blank fs. :P
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Detmer Game profile

Member
4283

Jun 20th 2010, 19:06:38

I loathe the declaration idea, don't understand the penalties on civ losses and I am a ok with the idea of recovering stored turns more slowly.

What mechanisms for penalties on civ losses do you mean?

Forgotten1

Member
834

Jun 20th 2010, 22:33:38

I think there's a 2% penalty on the civs killed % from DR? It used to be 3%
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Chewi Game profile

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Jun 20th 2010, 22:37:16

Or just lower the number of turns you can hold.

Forgotten1

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Jun 20th 2010, 23:39:59

lower numbers would hurt all explorers a little.

which i'm all for!
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enshula Game profile

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2510

Jun 21st 2010, 3:10:57

yeah there are 3 options:

1) lower the tempo by making countries take more turns to kill
2) delay the time when you can start serious attacks
3) reduce readiness/turns/attacks

ergh just thought of some weird ones:

4) give countries lives, so after you kill it once it comes back to life with say 24 hours protection
5) like EVE you could have a country enter reinforced mode at x% of civs, then it would come out a certain amount of hours later
6) use combination of 4&5 and like ideas until 2 came into effect

and some expansion:

1) obvious thing here is lower % returns for gs br sr cm
1) medical tech should really reduce pop losses
1) potentially a building type reduces pop losses somewhat

2) could add an extra type of attack limit either per country or per tag
2) make a feature to declare war either country or tag to raise the limit, then the delay would serve merely to limit FS damage to perhaps 1 days attacks/24 hour rather than 3.4ish

3) hard cap of attacks/time period, so rather than storing turns to load all attacks into the start of a war before the enemy responds holding turns would revert to being something you do when you cant play, this would reduce the impact of being caught unprepared with no turns saved

Edited By: enshula on Jun 21st 2010, 4:32:50

enshula Game profile

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Jun 21st 2010, 3:16:22

used to be 1 turn/30 minutes, with 80(60) max turns i think and 2% readiness per turn

so on the FS:

86*2=172
126*3=378
188*2=376
276*3= 828

172/7=24.57 (old FS)
378/7=54 (new FS)
376/7 =53.71 (old 24 hr FS)
828/7 = 118.28 (new 24 hr FS)

so the game has made it just over 2x more effective just in the first chat alone, and 2.2x more effective in the first 24 hours, i hear actual attacks to kill might have gone down as well

this means the tempo of first strikes is more than double what it was in the past

it should be possible to kill approximately 1/3 of your country count in under 24 hours. that means for "fair wars" you probably want to have the attackers be 80-95% of the members of the defender for it to go down to the wire

obviously the simples option to reduce tempo is drop readiness regain to 2%

which makes demo once again viable in war

but the downside of doing that is its a long term effect on the war rather than only the FS like most of the others, and with falling player base and alliance sizes efficiency drops off as more players need to participate on each kill

Edited By: enshula on Jun 21st 2010, 3:24:52