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Re: LIFER SUICIDE hits attack units when no defense

Posted: Wed Nov 09, 2011 9:35 am
by [BoT] Jason
Lifer the AC while they have a def... Problem solved

Re: LIFER SUICIDE hits attack units when no defense

Posted: Wed Nov 09, 2011 10:12 am
by Eisen Feuer
Many people are looking at this as a way to mass an account. Just by the calculations that is pretty impossible. Either you have to have multiple days of an inactive account to destroy 10% per day and if you start with 100% then eventually you will lose a greater % per day. If that person does not rebuild troops then the following day all you could destroy is 9% of what they originally had. then it would be lower and lower until you eventually would be wasting lifers to destroy them.

I see this more as a defensive countermeasure. Say for example you are online and you are getting massed you have no way to rebuild your def quickly so you must begin to lifer to destroy the enemy strike. Of course you would either have to mass or have someone mass the opposing persons defense but if you are fast enough you could lifer the strike and slow down a massing or make that person start to lose so they begin to mass themself if they are not paying attention.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Wed Nov 09, 2011 10:41 am
by Forum
the goal was not a 'free to use decimator of another account' but an 'option to seriously damage an enemy, at a cost'
the goal was not 'i will have you destroyed before you can blink' but 'i am going to wear you down, you miserable **Admin'd**'
the update can be altered, but it is better to start conservative and work up, than visa versa.

so for now it is an option in a grudge, or sniper, or whatever -- if you are willing to pay the price.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Wed Nov 09, 2011 11:29 am
by geisha
Forum wrote:the goal was not a 'free to use decimator of another account' but an 'option to seriously damage an enemy, at a cost'
the goal was not 'i will have you destroyed before you can blink' but 'i am going to wear you down, you miserable **Admin'd**'
the update can be altered, but it is better to start conservative and work up, than visa versa.

so for now it is an option in a grudge, or sniper, or whatever -- if you are willing to pay the price.



OMG! That's masking!!! Forum is breaking Forum rules!!! lol kidding aside I like the idea of the update and it certainly should be expensive for the attacker. Maybe the 10% limit should be removed because the high cost should be limit enough. Oh and it would be nice if there was a just as expensive way to attack the enemies lifers...

Re: LIFER SUICIDE hits attack units when no defense

Posted: Wed Nov 09, 2011 12:01 pm
by Lithium
its a null update , thnx for it seriously i like it , noo neecd for def, free farming all around

Re: LIFER SUICIDE hits attack units when no defense

Posted: Wed Nov 09, 2011 3:11 pm
by Rabbid Thom
Forum wrote:the goal was not a 'free to use decimator of another account' but an 'option to seriously damage an enemy, at a cost'
the goal was not 'i will have you destroyed before you can blink' but 'i am going to wear you down, you miserable **Admin'd**'
the update can be altered, but it is better to start conservative and work up, than visa versa.

so for now it is an option in a grudge, or sniper, or whatever -- if you are willing to pay the price.


a guy trains 100 million uu into to reduce that below say 30 million would take 11.5 days at the cost of nearly 720 million uu thats a pretty dedicated vendetta there, and a more like im going to wear myself down

and i think although yes you were right to start conservative i do think this is too conservative the 10% a day is a massive blocker i wouldn't even dreap about trying to drop a strike with that in place like i said 100 mill trained and you can only take out 10 mil. and what is 10 mil uu a turns worth of farming for most.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Fri Nov 11, 2011 7:57 am
by Forum
ok so for fine tuning i am hearing:
* increase the 10% max per 24hours
* decrease ratio of super<>lifer to 5 or 8 : 1
* decrease ratio of merc to 2:1 and regular to 3:1

can certainly look at some / one / combo to tweak this.
what would people suggest is the right a) ratio b) 24hour max ?

Re: LIFER SUICIDE hits attack units when no defense

Posted: Fri Nov 11, 2011 8:03 am
by ~Dä Vinci~
i think it should be
the % is the next 10 of there supers so i they have 100m supers will cost 10m lifers for 10m then 20m for 10m then 30m for 10m ect ect..
Lifers<>supers

1<>1 -10% cost
2<>1 -next 10% cost
3<>1 -next 10% cost
4<>1 -next 10% cost
5<>1 -next 10% cost
6<>1 -next 10% cost
7<>1 -next 10% cost
8<>1 -next 10% cost
9<>1 -next 10% cost
10<>1 -next 10% costs

this way you can take out all of there supers ether a few cheaply or all of them very expensively.

and it resets every 24 hours mby?

Re: LIFER SUICIDE hits attack units when no defense

Posted: Fri Nov 11, 2011 11:04 am
by ~Phoenix~
Forum wrote:ok so for fine tuning i am hearing:
* increase the 10% max per 24hours
* decrease ratio of super<>lifer to 5 or 8 : 1
* decrease ratio of merc to 2:1 and regular to 3:1

can certainly look at some / one / combo to tweak this.
what would people suggest is the right a) ratio b) 24hour max ?


Would definitely say to reduce the merc one to 1:1.. Even lifers are worth more than killing attack mercs honestly they cost like 3k naq to buy each. 5:1 for supers, 3:1 for regulars and 1:1 for mercs.

24h max.. I think 20% is good. That's a realistic notable loss for someone but not too bad.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Sat Nov 12, 2011 3:34 pm
by Lore
I guess my biggest issue with this is the same as most others. Its a bandaid, and does nothing to stop the actual problem.

All I see this doing, is making main follow Ascended. There you write off all att left after a farming run. You build a strike with a purpose. You use it for said purpose. Then you sell what you can and write the rest off in losses. It honestly changes nothing since everything can be built in 5 seconds, and used up in 5 minutes. Its still open season for snipers and does nothing to stop their "build, use, and turtle" strategy.

Just raisies the cost to have or use a strike, but even that cost is offset by the cost to your attacks who is killing your strike.

JMO

Re: LIFER SUICIDE hits attack units when no defense

Posted: Sat Nov 12, 2011 6:11 pm
by jedi~tank
Well Lore, this was implemented because a group banded together crying about how they couldn't kill the enemy units another group they are at war with and almost none opposed it, or showed up to oppose it. And you're right it's nothing more Han a band aid, and a bad one at that.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Sat Nov 12, 2011 6:39 pm
by Rudy Peña
Jedi~Tank wrote:Well Lore, this was implemented because a group banded together crying about how they couldn't kill the enemy units another group they are at war with and almost none opposed it, or showed up to oppose it. And you're right it's nothing more Han a band aid, and a bad one at that.
You are wrong JT, Just read what FM said here in this quote that is on the first page.


Field Marshall wrote:I originally came to you with this idea Jason as I exposed the fact that raiders are safe units....however, what you have done, is nothing...this doesn't make them vulnerable at all.


Re: LIFER SUICIDE hits attack units when no defense

Posted: Sat Nov 12, 2011 6:42 pm
by jedi~tank
Rudy Pena wrote:
Jedi~Tank wrote:Well Lore, this was implemented because a group banded together crying about how they couldn't kill the enemy units another group they are at war with and almost none opposed it, or showed up to oppose it. And you're right it's nothing more Han a band aid, and a bad one at that.
You are wrong JT, Just read what FM said here in this quote that is on the first page.


Field Marshall wrote:I originally came to you with this idea Jason as I exposed the fact that raiders are safe units....however, what you have done, is nothing...this doesn't make them vulnerable at all.


No I am not wrong, I was there from the start.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Sun Nov 13, 2011 3:59 am
by MEZZANINE
So here's whats happens

1) Account with stats ( & high Covert ) sabs away enemy def NOT SETTING AUTOWAR OR PUTTING THERE OWN STATS AT RISK TO DO IT

2) ACer is called in to mass down the def supers & kill the spies ( Sets autowar but has nothing but strike supers & ACers to hit back at )

3) Person being attacked cant lifer the ACers without wasting his own army taking out strike supers




This sucks and only benefits ACers !!!


Whats needed

1) Sabbing should set autowar

2) Lifering should set autowar

3) Lifer should still take out ACers FIRST regardless of def being up or down, instead of combined kills it should be kill ACers til they be gone, then kill soldiers/merc to they be gone, then kill supers last.



TBH as I said in the original discussion thread, unarmed lifers taking out armed supers is ridiculous, if people wanted strike supers/soldiers/mercs to be killable it would have been far better to make strike fight in def when the def was gone. In fact I would say remove lifers and lifering altogether and allow ACers to kill enemy ACers as well as spies.

Re: LIFER SUICIDE hits attack units when no defense

Posted: Mon Nov 14, 2011 10:05 am
by jedi~tank
Who exactly will that formula benefit? :-k