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Re: Tournament 09: Deathmatch!

Posted: Fri Jan 25, 2013 3:17 pm
by Guild
Norbe wrote:
Guild wrote:
Sol wrote:
Guild wrote:is 2 turns for recon really necessary ?

barely have enough turns to do anything as it is :(

yes.
Makes you think twice about using it doesn't it ;)


nothing fun about sitting with 0 turns though :neutral:


Maybe each player could get a single use, +1k ATs button. Strategy is then in using it at the right time. :smt047


I'd go with that, 1k turns isnt exactly OP, would be useful

Re: Tournament 09: Deathmatch!

Posted: Fri Jan 25, 2013 4:16 pm
by donais
of just strategize with the way its set up now :smt043

Re: Tournament 09: Deathmatch!

Posted: Fri Jan 25, 2013 8:10 pm
by Sol
Guild wrote:
Norbe wrote:
Guild wrote:
Sol wrote:
Guild wrote:is 2 turns for recon really necessary ?

barely have enough turns to do anything as it is :(

yes.
Makes you think twice about using it doesn't it ;)


nothing fun about sitting with 0 turns though :neutral:


Maybe each player could get a single use, +1k ATs button. Strategy is then in using it at the right time. :smt047


I'd go with that, 1k turns isnt exactly OP, would be useful

Or you could apply strategy from the beginning...

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 4:29 am
by Guild
Sol wrote:
Guild wrote:
Norbe wrote:
Guild wrote:
Sol wrote:
Guild wrote:is 2 turns for recon really necessary ?

barely have enough turns to do anything as it is :(

yes.
Makes you think twice about using it doesn't it ;)


nothing fun about sitting with 0 turns though :neutral:


Maybe each player could get a single use, +1k ATs button. Strategy is then in using it at the right time. :smt047


I'd go with that, 1k turns isnt exactly OP, would be useful

Or you could apply strategy from the beginning...


farm and stat build
or
farm and mass 1 person then be screwed

thought the arena was meant to be a fast paced war scenario not another place to just sit around doing nothing

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 5:09 am
by Clockwork
Maybe the arena overlord can start awarding turns as well as planets for a kill, something like 0.00001% of planets awarded as turns. Would mean the min 500.000.000 planet award would also give you 500 turns, maybe cap it at 750 turns or so.

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 5:56 am
by ~Tziki~
maybe raise DMU production.

i think i speak for most when i say that the increase in weapons and CS price has made it difficult for may to even build up, never mind recover and get back in it when they have been zero'd.


right now its really a popularity contest than one of skill. Who has the most enemies gets massed first, who stays neutral and builds stats is left alone.

But those with skill can be crippled due to lack of DMU available. Regardless of how many planets they are sitting on and can use to rebuild, DMU is an issue for all right now.

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 6:42 am
by ƒëmmë
I believe CS costs got reversed some time ago, it did go to a steep increase but a couple of weeks later back.

overslept and missed the deadline for entering this round,

have fun all in it... wonder if anyone will knock TAF out of the top spots :)

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 7:38 am
by Norbe
fem fatale wrote:I believe CS costs got reversed some time ago, it did go to a steep increase but a couple of weeks later back.

overslept and missed the deadline for entering this round,

have fun all in it... wonder if anyone will knock TAF out of the top spots :)


Everyone was so focused on us, they didn't see TL coming. The few accounts we had in, not many by our usual standards, were pinned into heavy battles right from the outset, whilst TL were left to build their huge CS', ours got massed whenever we tried to build them, which further crippled us. With 22 accounts remaining, TL have 8 accounts all are very well built up; we have 3 that are badly damaged and only just surviving after multiple massings. Tziki is right, there is not enough DMU to rebuild.

Not much hope of a TAF victory in this one, we might not even get an account into the top 10. Well played to TL who will surely win this.

~Norbe~

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 7:43 am
by Juliette
The power of strategic deals. :P

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 7:57 am
by Guild
I still think its more about the turns rather than the resources ...

I had my account more or less about where i wanted it , i just didn't have the turns to do anything

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 8:01 am
by ~Tziki~
AT's regenerate. aslong as your active and at a decent stage you can sit and wait for your AT's.

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 8:03 am
by Guild
~Tziki~ wrote:AT's regenerate. aslong as your active and at a decent stage you can sit and wait for your AT's.


dmu is made every TC... as long as your active you can farm it :-k

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 9:03 am
by nightlight
They is no DMU around in the arena match and as it's been pointed out once you get knocked down it's pretty hard to get going again....also the price for the CS is to high....it needs to be alot cheaper or let us bring in our CS with the stats already built up...
Also if you send in the planets to sabb why don't you make it 10 turns instead of 20...we can have more turns then to use and it might speed it up as they is a lag once people run out of turns and dmu :smt081

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 10:06 am
by Jim
Yeah more DMU is needed.
CS's should start at 0 in the tourney.
Turns are good how they are, if there were many more it would become a lot less tactical and a lot more just throw yourself around.
A couple more balancing features for the under-leveled would be cool but need to think about what they could be. People who put more effort and DMU into their accounts should always have the edge though!

Having a level playing field round would be good. Using the idea of random generated names and no tags would be interesting too! What's the harm in trying for one round eh?

Re: Tournament 09: Deathmatch!

Posted: Sat Jan 26, 2013 2:37 pm
by Sol
Jim wrote:Yeah more DMU is needed.

That's what income is for :P, I gained 17 t per turn with just what i started with (@1400 powerup), that's 800 trill in 24 hrs, of course you wouldn't be on for that long but you can still farm as well.
Everyone is used to taking it off others :P.
Jim wrote:CS's should start at 0 in the tourney.

Already does :P
Jim wrote:Turns are good how they are, if there were many more it would become a lot less tactical and a lot more just throw yourself around.

Exactly, you get 40 turns per turn (not including demi's) and you start with 2k. That's nearly 2k generated per day to a 4k max. This is a turn based strategic game, not a mass everything you see within one day.
Jim wrote:A couple more balancing features for the under-leveled would be cool but need to think about what they could be. People who put more effort and DMU into their accounts should always have the edge though!

They currently get more planets for every level they are under the 'average' (taken from all players upon arena start), otherwise I left it up to them to make their own account better. I see mathlords multi got a kill (probably helped by TA but still :P)
Jim wrote:Having a level playing field round would be good. Using the idea of random generated names and no tags would be interesting too! What's the harm in trying for one round eh?

ehhh unfortunately it won't do anything, unless you don't know your own name people would just post on their forums about their newly generated name....thought that one through awhile ago :P