Game Change Ideas

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Arthus
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Post by Arthus »

1) I believe the attack defence losses needs to be looked at and modified. The losses suffered most of the time is ridiculous.
Ex: 2 mil infantry killed of the attackers while the defender loses like 100k. Keep that up and you will fail, or recently, agaisnt Shadow in BFR, around 4k of my boats lost compared to around 200 of his.

The losses are completely off.

2) Also, as long as bank money spills out whenever it goes over, I think there should be 2 days until money starts to spill out. This will prevent people from buying 20bil worth of troops from the pm then stealing it back 4 hours later. And will stop those that don't run everyday from getting raped from those that do.
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Shadow I
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Post by Shadow I »

Fixing the sotred turn turnover rate would be nice. My stored turns haven't dropped below 100 since I signed up for WoA, and that's a waste.
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Freenhult
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Post by Freenhult »

Changes are being made. Input?
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Freenhult
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Post by Freenhult »

Arthus wrote: 1) I believe the attack defence losses needs to be looked at and modified. The losses suffered most of the time is ridiculous.
Ex: 2 mil infantry killed of the attackers while the defender loses like 100k. Keep that up and you will fail, or recently, agaisnt Shadow in BFR, around 4k of my boats lost compared to around 200 of his.

The losses are completely off.

2) Also, as long as bank money spills out whenever it goes over, I think there should be 2 days until money starts to spill out. This will prevent people from buying 20bil worth of troops from the pm then stealing it back 4 hours later. And will stop those that don't run everyday from getting raped from those that do.
Somehow I overlooked this. Alright, I'll make a note that it should be looked at. You're right, it seems very off.

Also, a time with the bank. Interesting.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

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Freenhult
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Post by Freenhult »

Bump for Shadow to find.
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波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

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Shadow I
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Post by Shadow I »

Everything here is in development? I'm sure there have been changes and tweaks, can you update anything?
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Freenhult
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Post by Freenhult »

Very finite changes to the list. Mostly percents and all. If you go into a topic Hit Limit which is linked in the first page. Go to the last page, last post. All of those are being added for the most part as well.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
Arthus
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Post by Arthus »

Troop attacks have been scaled down on the amount of land that is taken, but I don't think mage attacks have, which give them even more of an advantage. In 13 turns, Amazing took about 6k land from me, me only having around 15k land. I later attacked 25 times and took only 4k land when he had 19k land.

Mage attacks need to be scaled down as well how much land is taken.
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Freenhult
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Post by Freenhult »

Alright. Verifying this.
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The Beatles
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Post by The Beatles »

Thanks, they have been scaled down too now.
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Shadow I
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Post by Shadow I »

Balance issue:

The new slow land flow creates an imbalance between indy and mage strats. Indy can productively attack for the entire run, but mage can't. For a mage to br productive, attacking has to be limited to the first half of their run, at the very most, and right now that isn't enough to get back land. Indiers that repeatedly pound a mage for land, even without intention to cause harm, are going to do a lot of damage, especially with the hitlimit gone.

Porposed fix:

make dens fill faster - a large part of a mage's run involves filling dens as much as possible, by taking a lot of land, before they start doing production missions. It is certainly possible to do a land run every now and again to stock up scrolls and get back on yor feet, but without a hitlimit, this isn't a sustainable strategy since the next indier will hit you just as low anyway. Mages come at a rate here that is slower than any other prom I have ever played. Upping this could rebalance things by making the smaller amounts of land that mages are able to take be worth more toward their run.

Keep a hitlimit, but extend it. Make the limit 50 or something. That way a mage won't be pounded into the earth repeatedly without being able to recover while being productive.

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Freenhult
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Post by Freenhult »

Mage scout is better than normal scout and will continue to be. With the way that a mage can defend against attacks, I don't see this as a problem.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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Shadow I
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Post by Shadow I »

Sure mage -can- but do you want to force people into that strategy? That leaves players pretty limited.
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Arthus
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Post by Arthus »

I still think mage attacks take much more than land attacks. Shadow at 80k land, 21 attacks took 16k, me at 38k land, 11 attacks took about 14k.

Given that, mages have a big advantage taking land from others. They get much more in less attcks.

To test it out further, I attacked amazing back to see how much I would get, he had 38k land, 26 attacks took 7k land...
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Freenhult
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Post by Freenhult »

Alright. I'll send this along. It might be better to let mage attacks take more, but only a little more.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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