Lithium wrote:Not only is it unrealistic, it also ruins the spirit of the game, when a 20tril def can theoritically be taken down by a 1.5tril strike (+ the added stuff explained by Sarevok)
ya talkin craps man , have u ever massed abig def wit a low strike
20T vs 1.5T , ya aint gona make it.
ya need almost half of def power in strike to be able.
imo, def planets should atleast cost less to build up than attack planets. And MS should give more 'protection' whilst defending (maybe something like, MS strike can only add 1/2 natural strike, but can add up to the entire def)
actually MS def gives more , build 100k volleys and 100k shields and see who gives more power.
First of all, I said theoritical. So long as you can afford to repair your weapons, and retrain your troops, and your target stays offline... You are still damaging their weapons and killing their troops (when you get an AB). It will take a while, but you will eventually take it down.
And secondly, I didn't mean shields, but volleys. i.e. A 1tril strike on a MS will only be able to add 250bil extra strike on a 500bil natural strike. whilst that same MS will be able to add a 500bil extra def (power) on a 500bil def (not natural). (So It's still the volleys)
Sarajevo wrote:Lithium the only reason you are posting here and against this idea is because Noobert made it, if someone not in FUALL suggested it, you wouldn't even be posting here. SO think twice about why you're here.
I've already made this suggestion, tie Attack bonuses (Planets and MS) to raw defense power, so you need a large defense to benefit from your large attack planets and huge MS.
I don't like the idea of making Planets damageable besides taking them, and also MS slots being destroyed or disabled. Those are both fine how they are, and Planets being made any easier to hurt would basically completely ruin them. Already no planet is safe and anyone can take almost any other planet someone has.
I didn't really understand the idea posted about being able to mass someones strike, I only briefly skimmed over it. I kinda want to read more about it though so can someone elaborate on it
Sorry for not quoting you. (This thread is getting quite big
Jedi~Tank wrote:I wont get into numbers and calculations..Ill leave that to the really smart people (yes I am not as smart as you)
Strike attack-
*100 turns to attack a strike
*Bunker option- to protect the strike usable 1nce every 8 hours, so when a player is offline he or she can bumker the strike but not use it for 8 hours..also you can allow a specific number of hits on strike while bunkered.
Strike.Defense Ratio- 25%- defense must be kept within 25% of the raw strike to protect it from damage (total strike?)
Attack/Defense planets- make them sattelites with slots and optional to use in the manner the MS is.
Nox/Critical- Plague effect for those that use it as cheap defense..or eliminate it altogether.
You mean, 100ATs to do 'one' attack on a strike? That's a bit... insane imo... You'll won't be able to kill much at all with a hole lot of ATs.
2nd. I agree. A bunker would be quite good, although there should be some disadvantage to this... Maybe something like, takes 100ATs to enable, and removes something like 5ATs per turn thereafter. Otherwise it will be abused.
i.e. Send it out for 8 hours when it comes back, mass lots of people/farm the moment someone targets your strike, bunker it again.
Well, if it kills units, you can't really call it nox, can you? But I personally like this concept. And atm, I don't have any suggestions for it.

Manetheren wrote:Why make it necessary to have a defense to build a strike? Seems silly to me. If someone doesnt have a defense then kill their spies and sab their strike. Isnt that what those options were put there for?
But people with say, lvl 34, and perhaps lvl 34 covert can have 200k spies trained and still remain quite unsab'able. And there are some with, say 10mil supers trained with weapons, and lvl 34 with some cheap 1bil def to make AC'ing quite unprofitable, and sabbing even worse.












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