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Re: Best "turtle" strategy?
Posted: Fri Jan 09, 2009 7:05 am
by Lore
And your all making the point of how broken the game is.
What happens when everyone just untrains income?
@inside trader
since Freman has shown a 1 bill CER is reachable, a sniper can lose his entire army and before he has max AT there is NO account out of his reach.
Re: Best "turtle" strategy?
Posted: Fri Jan 09, 2009 7:45 am
by Duderanch
The game has been broken ever since I started playing it.
Re: Best "turtle" strategy?
Posted: Fri Jan 09, 2009 8:10 am
by Borek
Yup it's hopelessly broken, i just take some easy DMU when i can be bothered and increase my techs despite the fact it makes little difference to anything. My CER is so low due to the cap that making more fleets or increasing charisma is just throwing DMU down the toilet, lol.
I massed robe earlier because i was bored, but it was pretty much a waste of turns, lol.
Re: Best "turtle" strategy?
Posted: Fri Jan 09, 2009 4:42 pm
by ~Insider Trader~
Yes Lore I realise a sniper can do whatever he wants. But the point I make is that most normal accounts are not going to DM when you have 450T assassin power.
Besides I wasn't really referring to snipers running amok, because its not just them who have high CERs anymore. Turtles get flipped on their backs by randoms who don't mind losing the odd billion planets in return for inflicting pain and suffering to said turtle. Since (and it's been said time and time again) there is virtually no consequence/penalty able to be levelled to ones actions, people can get away with it and bounce back in 3-5 days.
Hate to say it but maybe if some limited form of raid was brought back (minus initiate revolution - which is presently another useless button along with sab, CS etc) we could at least get something out of these accounts. Force them to train something. So we can take either some dmu or planets off them.
It's not going to matter if someone can raid their way to 20/25billion planets. Everyone can already take down everone else. It will be the same except bigger this way. If the game is broke you might as well have fun smashing it to a quadrillion pieces rather than letting it die painfully while we all scream for mercy.
Re: Best "turtle" strategy?
Posted: Fri Jan 09, 2009 6:28 pm
by Cole
This server has come from a one group dominates all without any outcome for rest, to a farmfest with crazy assassin powers and power given to snipers selling all after farming.
In my opinion, having played both kind of server, I really, REALLY prefer current ascended server, compared to what it used to be, what it was before this damn raid function gets finally the hell out!
As much as current server as its flows (for example assassin way too powerful), it's STILL MUCH BETTER than what it used to be.
Re: Best "turtle" strategy?
Posted: Fri Jan 09, 2009 6:31 pm
by Lore
LegendaryApophis wrote:This server has come from a one group dominates all without any outcome for rest, to a farmfest with crazy assassin powers and power given to snipers selling all after farming.
In my opinion, having played both kind of server, I really, REALLY prefer current ascended server, compared to what it used to be, what it was before this damn raid function gets finally the hell out!
As much as current server as its flows (for example assassin way too powerful), it's STILL MUCH BETTER than what it used to be.
And I'd like the cahance to play it like it should be, old school, BUT with EVERYONE actually playing.
Re: Best "turtle" strategy?
Posted: Sat Jan 10, 2009 12:47 pm
by Cole
Lore wrote:LegendaryApophis wrote:This server has come from a one group dominates all without any outcome for rest, to a farmfest with crazy assassin powers and power given to snipers selling all after farming.
In my opinion, having played both kind of server, I really, REALLY prefer current ascended server, compared to what it used to be, what it was before this damn raid function gets finally the hell out!
As much as current server as its flows (for example assassin way too powerful), it's STILL MUCH BETTER than what it used to be.
And I'd like the cahance to play it like it should be, old school, BUT with EVERYONE actually playing.
If it became same as it was, it would end same as it was: 4/5 being inactive as one group would dominate all and make it boring as hell.
Raiding was the worst thing this server ever received. Way worse effects than in main server.
Re: Best "turtle" strategy?
Posted: Sat Jan 10, 2009 4:16 pm
by Lore
LegendaryApophis wrote:Lore wrote:LegendaryApophis wrote:This server has come from a one group dominates all without any outcome for rest, to a farmfest with crazy assassin powers and power given to snipers selling all after farming.
In my opinion, having played both kind of server, I really, REALLY prefer current ascended server, compared to what it used to be, what it was before this damn raid function gets finally the hell out!
As much as current server as its flows (for example assassin way too powerful), it's STILL MUCH BETTER than what it used to be.
And I'd like the cahance to play it like it should be, old school, BUT with EVERYONE actually playing.
If it became same as it was, it would end same as it was: 4/5 being inactive as one group would dominate all and make it boring as hell.
Raiding was the worst thing this server ever received. Way worse effects than in main server.
I see the resoning for your opinion, but i dont agree with it, simple because main proves im correct in my logic. Many can and will stand against few. The limited turns of ascended would have allowed growth simply buy limiting the raiders, and if the many actually stood against the few, the few would be beaten by sheer number and lack of AT.
Now I do fully agree with not allowing raiding, but I also agree with killing untrained, maybe even miners(As long as more attackers die then miners). With the utalization of some form of "safe zone" that protects from total destruction, but does allow for wars to be one, and more importantly for massive accounts to be broken.