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NOW3P Game profile

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Dec 15th 2010, 4:18:01

Couple upsides:

1. Less queries/data exchange to server
2. Easier war set up
3. If a "if bounce" statement could be put in, it could save some wasted turns on speed hitting


Couple downsides:

1. Unfair advantage to hitter in killing (walling would be virtually impossible, unless there was a .refresh command inserted to make them not instant).
2. readiness management would be awfully difficult, and could be thrown off by rounded #'s of hits
3. Could potentially create 10 bounced hits if target bought up between spy op and hits being sent, instead of just one (see "if bounce" comment)


Couple thoughts in general:

1. Not a fan of the idea overall. I think it takes the level of automation a bit too far for my taste. I personally enjoy spamming hits, and know that if you know what you're doing sending hits quickly is quite easily.

2. It would be nice to cut down on DB connections, but I'm not sure if this is a good way to do it due to the dynamic nature of war.

3. IF this were to be implemented, I would suggest a max of 5 hits to allow for a little bit better readiness management. Another option would be to allow the user to designate the number of hits to be made - so for example, I could select 18 hits for a tyr to run readiness to %25.

4. As an alternative, would it be possible to create an ajax interface which syncs to the DB say every 5th hit and registers unit loss/gain internally instead, and then verifies synchronized elements with the DB after 5 hits? This would cut down on db exchanges, and speed up page load times locally for the user.


In the context of walling/warring, a few things to consider:

1. 10 hitters with full readiness and enough turns can turn out 180 hits by each clicking 1x. This means that you can essentially kill a country by the killing alliance making 10 clicks.

2. Although readiness management becomes an issue, most govt's would be able to run through at least 2 cycles of 10 before losing readiness to the point where hitting is no longer possible. Again, this means 5-10 countries can kill in a matter of 3-5 seconds.

3. In terms of walling, the average waller is 50-100 hits from death when a clan considers a rush kill. This means that, once again, if a clan has 5 members online with full readiness and enough turns, a rush kill would be able to be completed in the time it takes to make 2 mouse clicks (assuming good coordination, of course). IMO, this would completely disallow the most effective portion of walling - rolling pop wall - as once your pop gets down low enough, you are essentially less than 20 clicks by 10 users from dead

Edited By: NOW3P on Dec 15th 2010, 4:24:02
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