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Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 10:29 am
by Iƒrit
how about you change the bank update to something more realistic, like miners give x3 what they gave before. Instead of allowing those with power even more power.

This update is only needed if you are sticking with the recent bank upgrades.

And I agree with rod, send out a warning a day in advanced before you implement.

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 10:48 am
by doc holliday
i agree, attackers should only die once the defense is down. also instead of making an additional kind of attack, just make it so lifers kill acers first, then any lifers left over (or sent after the acers are gone) will kill strike regulars (first) and supers. I wouldn't worry about killing strike mercs, as they'll bleed from the account on TC once supers/regs die
1 lifer kills one regular. 2 lifers to every strike super

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 11:12 am
by Empy
SSG EnterTheLion wrote:Added to that would be if everything you do train, a percentage cannot be untrained..so if you foolishly train loads of attack normals, you lose a percentage, so your only option is to convert to supers, and also make what you train as covert, a percentage untrainable.
That's ... a really bad idea.

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:31 pm
by dazman
If your going to do this.

The lifer/super suicide, you should have to be able to beat the defense for it to be succesful

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:34 pm
by stuff of legends
def has to be zero'd and make it a 1:1 on supers. I doubt anyone trains normals nowdays, and mercs are mercs.

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:36 pm
by Tekki
I think it's okay but it shouldn't be easy so there definitely should be some considerations and provisos on there.

1. Defence = 0 is a must.
2. Maybe you can only be Attack Lifered 5 times per turn or something similar?
3. I don't really get why mercs should be involved, but if so, then why not send UNTRAINED MERCS to kill attack mercs at a rate of 5:1
4. Death rate of lifers to attack units still in question. 5:1 seems steep, but 2:1 seems a bit cheap


PS Sol, I train plenty of normals. Where else do you think I put UU I don't want earning me income?

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:47 pm
by papa~smurf
on the idea of lifers, maybe they should produce more income now if they dont really control bank size

this would a allow new players to train up lifers,hence make more income to grow with, and is some thing when you grow larger want to get rid of

just a thought

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:51 pm
by stuff of legends
Tekki wrote:PS Sol, I train plenty of normals. Where else do you think I put UU I don't want earning me income?

You're not one to miss a ppt though.

Also there is still the factor of how many turns this attack will take....

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:56 pm
by Iƒrit
if attackers become killable I don't forsee people training regulars.... but if you make regulars not killable then they will train regulars so better to just cover it all. Personally no real need to seperate the attack I like what someone else said, AC units first, then regulars, then supers. No need to make defense need to be zero, keep it simple. But honestly if you didn't implement the stupid bank upgrade we wouldn't even be here.

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 2:57 pm
by Cole
stuff of legends wrote:def has to be zero'd and make it a 1:1 on supers. I doubt anyone trains normals nowdays, and mercs are mercs.

This is overkill..

Example: Player A hires his/her friends to play the game, but they don't intend to stay. However they are willing to help. A war comes in, player B is the target, player A masses him/her, calls friends to kill all their lifers on the attack supers. Player A hired 10 friends ingame...the target happened to have 70mil supers. Player A happened to have 20mil lifers to get rid. Those friends then leave and delete their accounts, and start again if needed at later time. Nobody multies in this event, but it's quite efficient for the attacker. Hiring friends who play just as "mercs" to lifer stuff.
No cheating done, but with this, you got a masser, and a decent amount of friends who can create,use,delete account as much as they want and as much as player A masses defs.

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 3:16 pm
by stuff of legends
Cole wrote:
stuff of legends wrote:def has to be zero'd and make it a 1:1 on supers. I doubt anyone trains normals nowdays, and mercs are mercs.

This is overkill..

Example: Player A hires his/her friends to play the game, but they don't intend to stay. However they are willing to help. A war comes in, player B is the target, player A masses him/her, calls friends to kill all their lifers on the attack supers. Player A hired 10 friends ingame...the target happened to have 70mil supers. Player A happened to have 20mil lifers to get rid. Those friends then leave and delete their accounts, and start again if needed at later time. Nobody multies in this event, but it's quite efficient for the attacker. Hiring friends who play just as "mercs" to lifer stuff.

Player A with a friend is a scenario that happens regardless, all the time, in every war i have been in.

And yeah probably a bit overkill.
But supers should be hit first due to twice the power of a normal or merc. I mean if you are gonna blow yourself up you want to kill the most expensive, powerful, useful thing you see or know right?
so...1 lifer kills the highest count of supers*2 or normals at a ratio of 1:1, AT A COST of...(lifers sent in)/10k-15k? turns, to a max of 9,999,999 sent in, and there should probably be a minimum. Supers are twice the power of the other 2 breeds of units so to put them on an even front, i multiplied by two, hence most of the time supers will die, but if there are enough normals they will die before the supers.
So essentially, the more you send in, the more turns it will cost (which can be adjusted).

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 3:21 pm
by ~Dä Vinci~
dumb idea screws raiding up.. i dn't wannah store in miners takes my uu ;/

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 3:28 pm
by Castiel
~Da Vinci~ wrote:dumb idea screws raiding up.. i dn't wannah store in miners takes my uu ;/


x2

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 3:29 pm
by RoKeT
Castiel wrote:
~Da Vinci~ wrote:dumb idea screws raiding up.. i dn't wannah store in miners takes my uu ;/


x2


Very true Farming is already way out powered to Raiding IMO this will just make it more powerful

Re: lifer suicide change - will also kill attack units (plus

Posted: Fri Aug 05, 2011 3:41 pm
by Cole
I don't think it's a bad idea, as long as def needs to be removed and that ratio isn't too harsh (like 1:1).