Suggestion: Happy Pony player

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IFman
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Post by IFman »

they aren't noonvalers (correct term), they just don't kill and can't be killed, that's good enough

-Can Not Kill
-Can Not Be Killed
-Can Not Leave Clan
-Can Not Delete
-Can Not Go On Vacation

change the topic to non-killing round
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Devari
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Post by Devari »

IFman wrote: they aren't noonvalers (correct term), they just don't kill and can't be killed, that's good enough

-Can Not Kill
-Can Not Be Killed
-Can Not Leave Clan
-Can Not Delete
-Can Not Go On Vacation

change the topic to non-killing round
That is, unfortunately, way too strong! Invincibility (can't be killed) for a very low price, especially for an active player.
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IFman
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Post by IFman »

What percent of accounts are killed in BFR?
11.7%, not much
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Ruddertail
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Post by Ruddertail »

But with the market limitations, they aren't quite so strong anymore. Most of their troops have to be on their account, leaving them vulnerable to hawk attacks. With a really bad hawk ratio, or a less efective hawk shield, they would still be vulnerable to hawkers.
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Post by Slasher »

Only let them be able to take people down to 1k and they can be taken to 1 acre. (If you know what I mean) This should make them not-so-invincible (sp?).
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Corban
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Post by Corban »

Ok here goes nothing... How about we make an option when signing up which allows a player to chose whether they want to be a Happy Pony Rising or a Normal Player.

The Happy Pony Rising's Restrictions would be:

-Can Not Take People Down Under 2K Land
-Can Not Leave Clan Without Consent From All Clan Members
-Can Not Delete
-Can Not Go on Vacation for Over 1 Week
-Attack Power Decreased by 10%


Its Benefits would be:

-Scouting increased by 20%
-Food Production Increased by 20%
-Cash Production Increased by 10%
-Cash Consumption decreased by 25%
-Can be Resurrected From the Dead Without Food, Cash, Troop, or Hawk loss.

Now their would be penalties for every time a person resurrected themselves increasing with each successive resurrection.

The penalties would include:

-Health cut to 25%
-Attack power cut in half for the next 1000 turns
-Hawk attack ratio doubled (making it harder) for the next 1000 turns
-Health is regained slower for the next 1000 turns (1/4 the normal rate)
-Cannot take more than 25% of a single player's land for the next 1000 turns
-Cannot retrieve stored troops for the next 500 turns
-Food and Cash production slowed by 75% for the next 1000 turns
-Troop production slowed by 75% for the next 500 turns


Now there would be a few benefits also:
-Cannot be attacked for the next 500 turns
-Cannot be taken under 5K land for the next 1000 turns
-Cannot be attacked for food or Cash for the next 1000 turns
-Food and Cash Consumption Stopped for the next 500 turns
-Food and Cash Consumption Slowed by 75% for the next 1000 turns
-Scouting increased by 100% for the next 250 turns
-Scouting increased by 75% for the next 500 turns
-Scouting increased by 50% for the next 1000 turns
-Hawk Production increased by 100% for the next 250 turns
-Hawk Production increased by 50% for the next 500 turns
-Hawk Production increased by 25% for the next 1000 turns
-Can sacrifice any number of troops for the next 1000 turns (like demolishing structures)

Now each time a person is resurrected the penalties and benefits (except scouting) are increased by 10% in length.

Also when resurrected the player would start out with 1K land.

So what do you all think?

Another option is to make the resurrection option available for all people.
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Post by Ruddertail »

Why not just make them unkillable? Allow them to be taken to 1 acres, and they have to scout their way back up from there. Maybe take away some of the benifits you gave them, leave them with only scouting and unkilabuility.
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Post by sh0e »

talk about overkill.
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Post by Ruddertail »

Corban or me?
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Post by Corban »

Why not just make them unkillable? Allow them to be taken to 1 acres, and they have to scout their way back up from there. Maybe take away some of the benifits you gave them, leave them with only scouting and unkilabuility.
Because that leaves the players which have killing as a central part of their strategy crippled. This way killing hurts HPR people but does not destroy them. Otherwise this gives the HPRer's and Hawkers a distinct advantage over troop strategists.
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Post by sh0e »

Ruddertail wrote: Corban or me?
corban
i read halfway in and.. ya..
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Post by Corban »

*laughs* That's what I thought sh0e. I believe that what I put together would allow the game to be balanced and fun for everybody; so I'll stick with it for now.

p.s. Why are you an Anonymous Member sh0e?
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Post by Ruddertail »

Corban wrote:
Why not just make them unkillable? Allow them to be taken to 1 acres, and they have to scout their way back up from there. Maybe take away some of the benifits you gave them, leave them with only scouting and unkilabuility.
Because that leaves the players which have killing as a central part of their strategy crippled. This way killing hurts HPR people but does not destroy them. Otherwise this gives the HPRer's and Hawkers a distinct advantage over troop strategists.
If killing is part of your strat, then screw you. I can run an indy just fine without killing. My account last round, 450 mil net, no kills. And I only had that one for about half the round. Others can run a good indy without kills as well. Devari, windy, IFman... If killing is a part of your strat, then that's your problem, get a decent strat. (Not directed at you, Corban, but at everyone in general.)
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Post by Devari »

Deep Thought ran an indy, no kills to my knowledge. In a half month I got one of the highest non-dev era BFR nets.
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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Post by The Beatles »

I practically never kill; and I've got high ranks with indy.
:wq
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