Re: Alliance Weapon Repair to Once Per Turn
Posted: Fri Oct 01, 2010 5:34 pm
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Sarevok wrote:Quick question regarding the change. I fail to understand why it was changed...
There is 3 ways to take someone out:
1) Kill their units
2) Kill their weapons
3) Sabotage their weapons.
The only thing the alliance bank allowed, was for the weapons to not be killed. If you keep massing them, their units will die off, their defence will get weaker, and it will be massed.
Not to mention, you can sabotage the weapons as well... The weapon repair isn't going to fix sabotaged weapons.
Another point. Can not both sides use it to the same extent? Can not any alliance setup 2-3 Leaders/2ICs of the alliance, and use the weapon repair to the same extent? Can not someone massing have their weapons repaired, at the same time someone defending has theirs repaired as well?
I personally liked this. It encouraged alliance management alot more, and greater co-ordination between members of an alliance. With 1/turn, or even 10/turn, it still becomes almost redundant. You get 1 person to mas 1 member of the alliance, and once all the repairs are used, you get everyone else in your alliance that's active, to go in and mass the defending alliance, since they can now not repair for another 20 mins or so. Defences are massed in minutes, not turns or hours
I would hardly call 37 defence supers and 19 defence mercs a defence. And once it's that low, ACing through that defence is hardly going to hinder the power of the ACing. And why not get the code fixed, so there's no more leftovers, then there would be no more defences again.Wepwaet wrote:Actually their defense wont be massed because you can never kill ALL of their units.
Sure it does. Your argument is based on the inability to destroy a defence without massing both weapons and units. All I'm pointing out is that there are 3 ways to 0 a defence. This perk only blocks 1. A combination of the other 2 can do just as gooder job.Wepwaet wrote:You could sab pre-perk post-perk and post-tweak so bringing up sabbing doesn't really help the discussion.
Defences were never massed to the extent you are dreaming of. Have you ever massed a defence until there's only the like 40 defence supers left? Or did you used to stop, once most of the UU were dead, and the weapons were gone?Wepwaet wrote:Before you could kill their weapons and grind down their units allowing you to pick the defense clean and force them to build a new defense. Now you never actually kill the defense you just reduce it to a point where you can no longer hurt it without sabbing. If they are at all competent then they can rebuild their def with only the cost of UU instead of UU and weapons.
Wepwaet wrote:Maybe a good compromise could be that like AT your alliance generates AWR points at 1 per turn up to say 96 or 2 days worth. You squander them and your sol but you can use them if needed (and available) in a pinch.
Brdavs wrote:If possible I personally would reset alliance banks and bank size purchased with them, scale the rate naq goes in but leave it as it is otherwise. This "tweak" is sensless cos the core problem of trils to spend on nothing but multi quad banks (itself insane) remains. And you still cant add a house feature worth a dime precisely because of that. House improvments and gifts could be awsome, if you cured the problem at the root, not just apply quick fixes where whiners of the day tell you to.
Actually this isn't correct. Again, people assuming you must destroy weapons to destroy a defence. You can mass them and kill the units (I'm pretty sure they die faster then weapons now anyway) and the weapons remain. They must retrain units or they will die. And if you are using the raid option instead of farm option, then any units they untrain to re-train start getting raided, and if you alternate farm and raid, then any naq they get out to farm with also gets taken.MEZZANINE wrote:Double edged sword, alliance repair is very helpful when you want to use it and extremely frustrating when someone else is using it, mainly because their is no chance of getting the repair naq to stop the person your attacking from repairing and banging away at an alliance repair button needs no skill. Also as previously mentioned it makes massing far far cheaper as on big strikes/defs the alliance cost was so much less than it would have cost the individuals to repair.
Sarevok wrote:Actually this isn't correct. Again, people assuming you must destroy weapons to destroy a defence. You can mass them and kill the units (I'm pretty sure they die faster then weapons now anyway) and the weapons remain. They must retrain units or they will die. And if you are using the raid option instead of farm option, then any units they untrain to re-train start getting raided, and if you alternate farm and raid, then any naq they get out to farm with also gets taken.MEZZANINE wrote:Double edged sword, alliance repair is very helpful when you want to use it and extremely frustrating when someone else is using it, mainly because their is no chance of getting the repair naq to stop the person your attacking from repairing and banging away at an alliance repair button needs no skill. Also as previously mentioned it makes massing far far cheaper as on big strikes/defs the alliance cost was so much less than it would have cost the individuals to repair.
Perhaps read a previous post of mine?? And also realise that it's the UU not the weapons which are the hardest to replace in this post I ALSO made...Sarevok wrote:I would hardly call 37 defence supers and 19 defence mercs a defence. And once it's that low, ACing through that defence is hardly going to hinder the power of the ACing. And why not get the code fixed, so there's no more leftovers, then there would be no more defences again.Wepwaet wrote:Actually their defense wont be massed because you can never kill ALL of their units.
Sarevok wrote:Also, it's alot easier to replace weapons then it is to replace UU. Past buying cap, and you need to raid the UU instead of getting them directly. Past raid cap, and you must rely on your own UP. I'm pretty sure it's alot harder to replace 10m units at a UP of 1m/day, then it is to replace 10m weapons. Especially when you can just hit a few missed PPT accounts and get like 6T for the weapons in 4-5 hits.
Correct me if I'm wrong. But without the alliance weapon repair, wouldn't war be set anyway? Since 80 3AT hits is hardly going to destroy the weapons, and 16 15At hits defiantly isn't.MEZZANINE wrote:By this point the attacker has declared war and the defender is phased, then the defender could strike back with no nox at a time that suits them..
Sarevok wrote:Actually this isn't correct. Again, people assuming you must destroy weapons to destroy a defence. You can mass them and kill the units (I'm pretty sure they die faster then weapons now anyway) and the weapons remain. They must retrain units or they will die. And if you are using the raid option instead of farm option, then any units they untrain to re-train start getting raided, and if you alternate farm and raid, then any naq they get out to farm with also gets taken.MEZZANINE wrote:Double edged sword, alliance repair is very helpful when you want to use it and extremely frustrating when someone else is using it, mainly because their is no chance of getting the repair naq to stop the person your attacking from repairing and banging away at an alliance repair button needs no skill. Also as previously mentioned it makes massing far far cheaper as on big strikes/defs the alliance cost was so much less than it would have cost the individuals to repair.