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

Posted: Fri Aug 05, 2011 3:44 pm
by demonicwolf
i think this is stupid, tbh i think this shouldn't happen your basically empowering bigger players to completely stomp the weak, the same-thing happened when y'all went danking with the covert level and gave the ability for any Joe blow to destroy a built up player before he can even respond to it which is total crap..

keep it up and you will kill this game, if that isn't your goal already...

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

Posted: Fri Aug 05, 2011 3:49 pm
by krsnik666
i like the idea of lifers killing regs and supers but i think regs would go first since the weaker units will die to protect the stronger ones

1)defence doesnt have to be zeroed as long as you have enough attack power to cover the lifers
2) add untrained mercs to lifer attacks to take out attack mercs (this would have to have a daily or weekly cap)
3) ratio 2:1 regs, and 4:1 supers, 1:1 mercs
4) have separate type of attacks but under the same lifer suicide tab
5) i agree that AC units will have to be taken out first. if there not then the suicide attack on the strike will be canceled and wont go through
6) a few caps may have to be put in place to prevent overkill and over use

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

Posted: Fri Aug 05, 2011 4:08 pm
by xDaku
2:1 reg, 3:1 supers

def NEEDS to be 0'ed otherwise it'll become ridiculously easy to defend. You might as well never attack ever again.

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

Posted: Fri Aug 05, 2011 4:19 pm
by krsnik666
wouldn't really be that easily to defend against just train up some attackers to match the defence and send in lifers.
the lifers will die on there targets and your strike wont suffer any damage
and if people put that much into defence they wouldn't be considered a threat anyway xD

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

Posted: Fri Aug 05, 2011 4:46 pm
by xDaku
krsnik666 wrote:wouldn't really be that easily to defend against just train up some attackers to match the defence and send in lifers.
the lifers will die on there targets and your strike wont suffer any damage
and if people put that much into defence they wouldn't be considered a threat anyway xD


Um I don't think you understand the update. THIS is what will happen:

Player A starts attacking me, I lifer him, he loses supers, bounces on def probably. I keep repeating. It's become a game of lifering strike rather than massing def.

Def needs to be 0'd.

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

Posted: Fri Aug 05, 2011 5:01 pm
by krsnik666
basically anyway it happens no matter what, the defence would be the first to go in every battle no matter what happens
having a defence or not having a defence really doesnt matter much the strike of the person lifering would always be more then the defence of the person defending xD

real question is a decent ratio xD

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

Posted: Fri Aug 05, 2011 5:50 pm
by xDaku
krsnik666 wrote:basically anyway it happens no matter what, the defence would be the first to go in every battle no matter what happens
having a defence or not having a defence really doesnt matter much the strike of the person lifering would always be more then the defence of the person defending xD

real question is a decent ratio xD


Umm no, the strike is NOT always bigger than the def tehre are a lot of occasions when this is the case. Def needs to be 0'd or onliners become useless.

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

Posted: Fri Aug 05, 2011 6:09 pm
by Dubby_CompGamerGeek2
How's about Admin Jason concentrate on fixing, rolling back, compensating the bugs from the last update! :smt081

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

Posted: Fri Aug 05, 2011 6:16 pm
by krsnik666
onliners wouldnt be useless xD and if its 1 on 1 probably will need defence zeroed but if its alliance on alliance theres usually more then 1 person doing attacks on the same person i still dont think defence needs to be 0ed because that can be flawed very easily

train 1 def bot with 1 def weapon its not zeroed anymore now the lifer suicide fails thats another reason why i suggest same attack power or higher attack power xD

this could go on forever both have decent arguments

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

Posted: Fri Aug 05, 2011 6:21 pm
by xDaku
the lifer failing will be like repelling a sab...how is that a flaw? It's a gameplay mechanic.

Lifers taking out supers without a counter on the other hand - that's flawed.

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

Posted: Fri Aug 05, 2011 6:23 pm
by ~Coyle~
I love this idea! I think 2:1 is fair. Attackers should have long ago been able to be killed, finally it happens

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

Posted: Fri Aug 05, 2011 6:52 pm
by Simpson_eh
krsnik666 wrote:i like the idea of lifers killing regs and supers but i think regs would go first since the weaker units will die to protect the stronger ones

1)defence doesnt have to be zeroed as long as you have enough attack power to cover the lifers
2) add untrained mercs to lifer attacks to take out attack mercs (this would have to have a daily or weekly cap)
3) ratio 2:1 regs, and 4:1 supers, 1:1 mercs
4) have separate type of attacks but under the same lifer suicide tab
5) i agree that AC units will have to be taken out first. if there not then the suicide attack on the strike will be canceled and wont go through
6) a few caps may have to be put in place to prevent overkill and over use



def have to kill defence first then ac then move onto weakest attack when your done with them goes onto the next, its 2-1 for ac but they dont really do that much so attack should be more maybe mercs/amatuers 3-1 supers 5-1

the good thing would be you couldnt just be a masser and would have to keep rebuilding a decent defence and ac to keep your strike making the whole war more interesting

but an issue would be then having 30-50 mill ac you could never have enough lifers to actually get through to the attack, so maybe be able to actually train lifers aswell

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

Posted: Fri Aug 05, 2011 7:00 pm
by stratigize
xDaku wrote:the lifer failing will be like repelling a sab...how is that a flaw? It's a gameplay mechanic.

Lifers taking out supers without a counter on the other hand - that's flawed.




I agree their needs to be away to counter.


Just like with someone SAB'ing if you train more spies it repels it... With Massing a defense, if they build a bigger defense they postpone the massing. So if you are losing your attack Training a defense should be able to repel the Lifer Suicide on attacks,

So it would have to be defense needs to be 0'ed
I would say Let Untrained merc kill Merc ( attack and defense) 2:1 ratio
Lifers kill attack regulars and supers Regulars go first at a 2:1 ratio and Supers at a 4:1 ratio

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

Posted: Fri Aug 05, 2011 8:59 pm
by pc
accounts will be able to 'hide' with this UP date...
I am thinking after last ascension I will keep zero UP and kill off the lifers and go to perg.
NICE!

so if you foolishly train loads of attack normals....nah thats so you dont build lifers when ascending.

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

Posted: Fri Aug 05, 2011 9:06 pm
by High Empty
I would suggest

1 to 5 on attack supers. ( Someone trained them and they aren't untraining them)(fast.)
1 to 1 on attack troops. ( Someone is using it as a Free can't touch me storage place) ( well it's time to be touched there)

The attacking strike should be 5 times the defending defense. This means that someone can't just buy a token defense every few minutes to keep from being massed, and how badly someone wants to lifer someone is a function of that.

Further a TIME LIMIT should be imposed from account to account action. Meaning someone can Lifer someone every 300 seconds. to a max of 6 times per "tick on the game clock" resets each game clock. This should be done on an account by account base, as this means allainces or friends can't send 1 lifer attack to "block" the attack.