Change in Assasins

Suggest any improvements

What do you think?

I Like Option 1
9
29%
I Like Option 2
1
3%
I Like Option 3
5
16%
I dont think we need any change
16
52%
 
Total votes: 31
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cyberblade
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Re: Change in Assasins

chargin wrote:I don't really like any of the options, it changes the game play too much. I have made another suggestion related to this (well i read this after lol), which means you will be able to recover at a nice pace after random assassinations.


I read your other suggestion-and while I like it-I don't see it fixing the assassin problem. If you can come up with an idea thats not yet mentioned here (as you don't like these) that would balance ascended I'd be happy to hear it.
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chargin
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Re: Change in Assasins

you looked at the wrong one, that's just an old one i bumped after making my last post. I think that reducing the damage assassins do to 6% per hit is fair. That'll take 50 attacks (450 turns) that's the max damage somebody can do without waiting and it would reduce stats to 4.5%, 30 hits will reduce it to 15.6%. Not less so it doesn't become obsolete when attacking players with low attack planets.

EDIT: it's currently at 10% for those that don't know.
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Brdavs
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Re: Change in Assasins

I think it should stay as it is... other changes are far more up on the priorities list if you must change stuff...
You have "sniper accounts" easily putting up 1qad strikes from scratch and going to town every single day assisted by the 130% modifiers heh... currently its no huge deal, you can assasinate them easily, even if it gets tedious dismantling the same guy day after day heh. Picture the situation if you inmplement these updates? Sure it may work for you atm but it opens a whole new pandoras box imo...

Don`t come crying you can`t effectivly hurt ppl in the future when your current suggestion is limmiting the little hurting you can do. (Or better said that can be done TO you...)
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cyberblade
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Re: Change in Assasins

I think that 6% would be better than it is now-but I think 3-4% tied with the 5-10% possibility of seeing who it was would be good.

@chargin-which thread are you talking about then?
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Re: Change in Assasins

pr how about we just increase the number of turns required for an assasin mission??
make it so that when attacking someone it would be more turn-eficient to use that strike of yours then to use assasins.
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chargin
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Re: Change in Assasins

that would be too many turns lol, how would you account for the strike which you can't destroy by attacking with normal hit. There shouldn't be just 1 way of taking out a defence.
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Lord_Zeus
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Re: Change in Assasins

On a sidenote... I see people complaining about not seeing who did it, put your realm alert on low! if they do more than 3/4 assassinations you will probably get them. If you don't want to do that then not knowing who did it is the cost of the tiny extra bit of income! :-)
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chargin
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Re: Change in Assasins

you can actaully work out the stats of the person who did it so you don't even need to do that. :roll:
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Re: Change in Assasins

chargin wrote:that would be too many turns lol, how would you account for the strike which you can't destroy by attacking with normal hit. There shouldn't be just 1 way of taking out a defence.


well yeh maybe my suggestion was a bit too extreme,
but still i believe an increase in turns to use for assasin mision wouldn't be so bad
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Re: Change in Assasins

I have had this problem about 4 times already. Somebody I dont know is assasinating me each time my defense reaches 40 trill.

When somebody tries to assasinate you is it their anti spy vs your spy??
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chargin
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Re: Change in Assasins

it's called destroy military and it's their assassins verse your assassins.
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Cyclone
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Re: Change in Assasins

Is the attack affected by the 5X army size thingy??
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TheRook
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Re: Change in Assasins

I think it is... you could set yourself on the lowest crit setting... this will reduce your income but next time it happens it should give you a chance of finding out who did it...

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