remove invasion
+3
ian
Admin
bebita
7 posters
Page 1 of 1
remove invasion
and possibilitty of killing miners
that only can remove players from game
if u can't see the picture lets say this way
putting 5 friends from other games to create accounts
and after one year they can remove a entire work of someone
that guy he will never be able to recover one year work and with turns and suplly sittuation the possibility of raiding or farmin to recover is out of sittuation
that only can remove players from game
if u can't see the picture lets say this way
putting 5 friends from other games to create accounts
and after one year they can remove a entire work of someone
that guy he will never be able to recover one year work and with turns and suplly sittuation the possibility of raiding or farmin to recover is out of sittuation
bebita- Aderan Farmer
- Number of posts : 68
Registration date : 2009-02-28
Re: remove invasion
as you might have noticed you need quite a bit more than just supply turns and someone with one weapon. Killing miners requires a considerable strike power (albeit not as high as when massing that def, but you need to invade quite often meaning a relatively significant kuwal cost is there too.
anyways the invasion mission is pretty much in the game for the sole reason of big players, being the greedy little things they generally are, to beat each other up and decimate their armies quite significantly, mostly helping the newer players to catch up a bit, who don't have enough miners for this to be effective on them.
plus no one actually forces you to build miners, having a few workers who still produce 60 kuwal per turn and the rest only farmers who produce 50, compared to the 70 which miners produce, allows you to remain relatively competitive.
So if you're scared of losing workers, just build farmers and you're untouchable
Do you know what word describes this kind of thinking?
Strategy
anyways the invasion mission is pretty much in the game for the sole reason of big players, being the greedy little things they generally are, to beat each other up and decimate their armies quite significantly, mostly helping the newer players to catch up a bit, who don't have enough miners for this to be effective on them.
plus no one actually forces you to build miners, having a few workers who still produce 60 kuwal per turn and the rest only farmers who produce 50, compared to the 70 which miners produce, allows you to remain relatively competitive.
So if you're scared of losing workers, just build farmers and you're untouchable
Do you know what word describes this kind of thinking?
Strategy
Re: remove invasion
yeah
one full bank
5 inactive friends
and one player out from game for good
wanna bet i can solve this in less then 24 hours?
one full bank
5 inactive friends
and one player out from game for good
wanna bet i can solve this in less then 24 hours?
bebita- Aderan Farmer
- Number of posts : 68
Registration date : 2009-02-28
Re: remove invasion
Bebita, to be perfectly honest someone with farmers can remain perfectly competitive on Aderan wars given the right basic maths and game strategy put inplace. Its just a matter of figuring out your strategy and maths to decide on that strategy.
If a player doesn't want to loose their account, they need to make sure its mainly unkillable - by having farmers. Personally i m intending to get to 50k miners, then concentrate on boosting farmers - mainly in that its a fair bet given experience of just how things roll, that myself and TC will almost certainly probably end up at war with large chunks of the server at various stages throughout Aderan.
If your a war player, or one who regardless of what you do, tends to end up being ripped apart in numerous wars, adapt your strategy to suit the situation
So long as you generally keep no more than 15% of your account killable (ideally less than 10%), the enemy is gonna have a hard job crippling you lol
I support the idea of being able to kill miners and workers - it means larger players who are complacent enough to presume they ll be safe, or who fail to do the necessary research into potential threats to themselves (i.e. alliance enemies etc...) and therefore have a ill thought out strategy, will reap the rewards of this.
It will make aderan wars much more fresh and spicy in the long run
Finally - if your being smashed by other players, regardless of if its your defence, spies, assassins, weapons or income units - it inevitably comes down to the choice of the player - do they quit, or do they fight? Income units being killable simply magnify's the impact of the situation - but doesn't change the actual choice to be made.
Keep income units killable
If a player doesn't want to loose their account, they need to make sure its mainly unkillable - by having farmers. Personally i m intending to get to 50k miners, then concentrate on boosting farmers - mainly in that its a fair bet given experience of just how things roll, that myself and TC will almost certainly probably end up at war with large chunks of the server at various stages throughout Aderan.
If your a war player, or one who regardless of what you do, tends to end up being ripped apart in numerous wars, adapt your strategy to suit the situation
So long as you generally keep no more than 15% of your account killable (ideally less than 10%), the enemy is gonna have a hard job crippling you lol
I support the idea of being able to kill miners and workers - it means larger players who are complacent enough to presume they ll be safe, or who fail to do the necessary research into potential threats to themselves (i.e. alliance enemies etc...) and therefore have a ill thought out strategy, will reap the rewards of this.
It will make aderan wars much more fresh and spicy in the long run
Finally - if your being smashed by other players, regardless of if its your defence, spies, assassins, weapons or income units - it inevitably comes down to the choice of the player - do they quit, or do they fight? Income units being killable simply magnify's the impact of the situation - but doesn't change the actual choice to be made.
Keep income units killable
Last edited by ian on Mon May 11, 2009 5:14 pm; edited 1 time in total
ian- Coalition Officer
- Alliance : You get 3 guesses as to which one
Age : 35
Number of posts : 1180
Registration date : 2009-04-21
Re: remove invasion
u are all smart players
think in a long run
think in a long run
bebita- Aderan Farmer
- Number of posts : 68
Registration date : 2009-02-28
Re: remove invasion
so lets put this clear, you're not worried about the legit use but about the abusive use i.e. when someone creates multies or instructs his friends to act in a multi-like behavior?
fyi I really don't like having to go into people's heads when I am not absolutely forced to do it.
present your opinions and worries in a clear and concise manner please
fyi I really don't like having to go into people's heads when I am not absolutely forced to do it.
present your opinions and worries in a clear and concise manner please
Re: remove invasion
ian wrote:Bebita, to be perfectly honest someone with farmers can remain perfectly competitive on Aderan wars given the right basic maths and game strategy put inplace. Its just a matter of figuring out your strategy and maths to decide on that strategy.
If a player doesn't want to loose their account, they need to make sure its mainly unkillable - by having farmers. Personally i m intending to get to 50k miners, then concentrate on boosting farmers - mainly in that its a fair bet given experience of just how things roll, that myself and TC will almost certainly probably end up at war with large chunks of the server at various stages throughout Aderan.
If your a war player, or one who regardless of what you do, tends to end up being ripped apart in numerous wars, adapt your strategy to suit the situation
So long as you generally keep no more than 15% of your account killable (ideally less than 10%), the enemy is gonna have a hard job crippling you lol
I support the idea of being able to kill miners and workers - it means larger players who are complacent enough to presume they ll be safe, or who fail to do the necessary research into potential threats to themselves (i.e. alliance enemies etc...) and therefore have a ill thought out strategy, will reap the rewards of this.
It will make aderan wars much more fresh and spicy in the long run
Finally - if your being smashed by other players, regardless of if its your defence, spies, assassins, weapons or income units - it inevitably comes down to the choice of the player - do they quit, or do they fight? Income units being killable simply magnify's the impact of the situation - but doesn't change the actual choice to be made.
Keep income units killable
couldnt have said it better myself....
Lucien Lachance- Aderan Worker
- Alliance : The Dark Brotherhood,
Cheydinhal Sanctuary,
Cyrodil
Number of posts : 149
Location : cheydinhal, cyrodil
Registration date : 2009-04-03
Re: remove invasion
note of fact, smaller players can have a higher % of their army trained in miners/workers without passing the threshold that would make attacks to kill their miners worth it.
that means higher average income per unit for small players on top of the existing AE penalties or lack thereof for small players
someone with 15k army could easily have all their income units as miners without worrying at all about getting wiped too hard as the turns would be worth more than the units killed.
that means higher average income per unit for small players on top of the existing AE penalties or lack thereof for small players
someone with 15k army could easily have all their income units as miners without worrying at all about getting wiped too hard as the turns would be worth more than the units killed.
Re: remove invasion
I think workers and miners should be harder to kill, but at the same time cost more to be trained.
As a compromise one could say:
Currently
NAME TRAINING LOSSES
Farmer 5.000 0%
Worker 7.500 0.1%
Miner 10.000 0.3%
I recommend changing to:
Farmer 5.000 0.01%
Worker 10.000 0.05%
Miner 20.000 0.10%
Assuming you have an army of 50.000 farmers, workers or miners
and the value of each unit is 60.000
If you have 50.000 farmers, you will loose 5 in an invasion
5x(60.000+5.000)=325.000
If you have 50.000 workers, you will loose 25 in an invasion
25x(60.000+10.000)=1.750.000
If you have 50.000 miners, you will loose 50 in an invasion
50x(60.000+20.000)=4.000.000
I think the training differences between farmer, worker and miners should be higher, so that training a miners pays off much later, however they dont die too quickly
It is true that the game might loose too many players after someone has been massed and lost 25% of the armysize. There will be even greater danger when armies will be 1.000.000 and people will have 50% miners.
Make miners harder to kill, but to balance it out, make the training much more costly.
As a compromise one could say:
Currently
NAME TRAINING LOSSES
Farmer 5.000 0%
Worker 7.500 0.1%
Miner 10.000 0.3%
I recommend changing to:
Farmer 5.000 0.01%
Worker 10.000 0.05%
Miner 20.000 0.10%
Assuming you have an army of 50.000 farmers, workers or miners
and the value of each unit is 60.000
If you have 50.000 farmers, you will loose 5 in an invasion
5x(60.000+5.000)=325.000
If you have 50.000 workers, you will loose 25 in an invasion
25x(60.000+10.000)=1.750.000
If you have 50.000 miners, you will loose 50 in an invasion
50x(60.000+20.000)=4.000.000
I think the training differences between farmer, worker and miners should be higher, so that training a miners pays off much later, however they dont die too quickly
It is true that the game might loose too many players after someone has been massed and lost 25% of the armysize. There will be even greater danger when armies will be 1.000.000 and people will have 50% miners.
Make miners harder to kill, but to balance it out, make the training much more costly.
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
Re: remove invasion
It's always dangerous to allow the possibility of total wipeout of an account. <- this is related to Kenzu's suggestion.
Sandwalker- Aderan Super Soldier
- Number of posts : 750
Registration date : 2009-01-11
Re: remove invasion
Invasion is OK.
TipsY- Aderan Soldier
- ID : 40
Alliance : The Company
Age : 36
Number of posts : 48
Location : sLOVEnia
Registration date : 2009-04-04
Similar topics
» Remove sts
» Invasion?
» invasion missions
» Invasion Missions Change?
» Restrict amount of invasion missions per day
» Invasion?
» invasion missions
» Invasion Missions Change?
» Restrict amount of invasion missions per day
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