commander + officers

What do you want to see in the game? what can be improved? any suggestions welcome here...
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Ra
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Re: commander + officers

Easier to remove repairing for everyone.
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[BoT] Jason
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Re: commander + officers

How about bounce all incoming attacks onto the commander for 1 day or until the commanding defense is 0...

This how ever would mean all incoming attacks would only be affected by the officers alert level, meaning the commander can be hit by 10 different people in one go...


Just an idea
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Feb 06, 06:16 Field Marshall Attack defended 15 88,977,968 0 x,x62,635,278,400 900,114 details

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MEZZANINE
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Re: commander + officers

CO's are meant to teach their officers, not play for them.

And TBH most CO/Officer links these days seem to be for UP, any new functions will be abused for tactics rather than used for the old CO/Officer relationships we used to have.
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Attack Mercs Killed (30) 459,329,001
Defence Mercs Killed (10) 2,918,478,517
Attack Soldiers Killed(60) 12,677,958
Defence Soldiers Killed(20) 226,236,488
Attack Super Soldiers Killed(300) 490,627,262
Defence Super Soldiers Killed(100) 4,131,482,551
Spies Killed(50) 4,256,505,842
Spy Killers Killed(50) 651,022,448
Mothership Weapons Destroyed(300) 35,583,034
Mothership Shields Destroyed(300) 39,498,511
Mothership Fleets Destroyed(200) 2,413,254
Planet Defences Destroyed(300) 358,539
Planets Taken(5000) 411
Naquadah Stolen(0.0001) 2,355,738,435,154,805
Untrained Kidnapped(50) 5,943,886,456
Weapon Points Destroyed (Sab+Att)(0.0001) 74,293,522,376,607
Attack Turns Used(1) 1,731,971
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Re: commander + officers

[BoT] Jason wrote:How about bounce all incoming attacks onto the commander for 1 day or until the commanding defense is 0...

This how ever would mean all incoming attacks would only be affected by the officers alert level, meaning the commander can be hit by 10 different people in one go...


Just an idea


Its an idea but unfortunately too hard to code into this kind of game.


MEZZANINE wrote:CO's are meant to teach their officers, not play for them.

And TBH most CO/Officer links these days seem to be for UP, any new functions will be abused for tactics rather than used for the old CO/Officer relationships we used to have.


Yeah I can see that happening. But the general assumption about this idea seems to be that its unlimited?? Just make it so you have to be with them a week and then you can repair once/twice a week. Simple as.
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Re: commander + officers

Allaince repair is currently 200times a week. If you even put that as an equal amount for the officer/commander relations then... yeah it becomes almost impossible to mass anything There are only 336 turns per week anyway, so that's repairing more than once a turn, if that was equal. If we then include 4 days PPT then that's 144 turns off PPT so... yeah, way too much repair if the CO can do it as well.
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Initial masser on Field Marshal's 120t defence and on Rodwolf's 177t defence.

The forces of Rodwolf fought back with all they could, and managed to inflict 178,947,245,996,720 damage on Tekki's forces!

The forces of Rodwolf fought back with all they could, and managed to inflict 3 damage on Tekki's forces!
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Re: commander + officers

If I am the CO of another player and that player is getting massed or such I should be able to send my defense and covert forces through the gate to support him for a limited amount of time (say 24 hours combined each week) and the CO can recall them at anytime.
Only 3 of the stats should be transferable; defense, covert and mothership.

I believe that at this phase of play the rate of income going to the officer should be an open entry field and not a drop down menu, we should be able to select exactly how much we want to give them and they should be able to do the same for their CO.
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