bring back killable miners

Darkalbino
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bring back killable miners

what happens to a realm that has no defenders? for its people become enslaved and murdered!


no defence!? NO MINERS :)

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Re: bring back killable miners

Hmmmm.... I wonder if this his been suggested before??? :-D

But, seriously. I think the game need not represent real life war all that closely. Otherwise, I should be able to occupy smaller accounts, and use their ATs, UP and Naq for my own devices until their underground becomes strong enough to revolt against me.

But more seriously.... I just think there needs to be something you CAN'T kill in the game.
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Clarkey
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Re: bring back killable miners

Yay let's suggest more things that will give new accounts no chance of growing!
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Re: bring back killable miners

I previously suggested that mineslaves should escape / run away from realms with 0 def, a small % each turn and I still think that would be good.

As for killable miners ? That would be difficult, if you attack first with enough ATs, you could disable you enemy to the point where they have nothing to hit back with, if miners were made killable again, it would have to be made very hard and expensive to do.
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Attack Mercs Killed (30) 459,329,001
Defence Mercs Killed (10) 2,918,478,517
Attack Soldiers Killed(60) 12,677,958
Defence Soldiers Killed(20) 226,236,488
Attack Super Soldiers Killed(300) 490,627,262
Defence Super Soldiers Killed(100) 4,131,482,551
Spies Killed(50) 4,256,505,842
Spy Killers Killed(50) 651,022,448
Mothership Weapons Destroyed(300) 35,583,034
Mothership Shields Destroyed(300) 39,498,511
Mothership Fleets Destroyed(200) 2,413,254
Planet Defences Destroyed(300) 358,539
Planets Taken(5000) 411
Naquadah Stolen(0.0001) 2,355,738,435,154,805
Untrained Kidnapped(50) 5,943,886,456
Weapon Points Destroyed (Sab+Att)(0.0001) 74,293,522,376,607
Attack Turns Used(1) 1,731,971
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Clarkey
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Re: bring back killable miners

MEZZANINE wrote:I previously suggested that mineslaves should escape / run away from realms with 0 def, a small % each turn and I still think that would be good.

As for killable miners ? That would be difficult, if you attack first with enough ATs, you could disable you enemy to the point where they have nothing to hit back with, if miners were made killable again, it would have to be made very hard and expensive to do.

I agree that with a 0 defence that accounts should be punished in some way if it remains at 0 for a certain length of time.

But I disagree with an option to kill miners.
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Re: bring back killable miners

NO,not now not ever not after i die,no before NO NO NO NO NO NO NO!!!
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Re: bring back killable miners

Clarkey wrote:
MEZZANINE wrote:I previously suggested that mineslaves should escape / run away from realms with 0 def, a small % each turn and I still think that would be good.

As for killable miners ? That would be difficult, if you attack first with enough ATs, you could disable you enemy to the point where they have nothing to hit back with, if miners were made killable again, it would have to be made very hard and expensive to do.

I agree that with a 0 defence that accounts should be punished in some way if it remains at 0 for a certain length of time.

But I disagree with an option to kill miners.



indeed, especially as massing a defense is damn easy these days.
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Re: bring back killable miners

If miners are killed with zero defense - the serverwar might actually end. hmmm :smt017
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Re: bring back killable miners

My response to this, is summed up by Semper's post about what happens with 0 defense. There are many other good suggestions brought about in this thread also

viewtopic.php?f=13&t=141793

There would need to be a deference to loss ration dependent on army size. Smaller players should have to have a bigger defense to prevent loss, but bigger players will logically lose more if defenseless. For example, for every 10mill army size = 15bill defense needed, drop to 5bill defense after 100mill (meaning someone with 200mill army size will need to have 100bill deference to stop uu/miner loss, whilst a player on 100mill army size would need the same.) Perhaps have a size limit for the uu/miner loss with defense needed to take effect, but keep it very small.
viewtopic.php?f=13&t=162732
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Re: bring back killable miners

the thing i think that would make this interesting if there was NO deffense to lose the miners it would make the war more interesting.... and new people wouldn't have to worry because other then the occasional farm most people leave teh new people alone.... AND if we see them do it then all we have to do is mass that guy to a one armysize rofl
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Re: bring back killable miners

Bad idea.
Imagine a person with say, 150tril naq in bank. less miners = less banksize = massive TIP #-o
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Re: bring back killable miners

still a good idea make it so after 12 hours of being massed miners can be taken that would get rid of needless wars AND weed out the inactives make the game smaller again so it's more challenging and make it more fun...
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Re: bring back killable miners

lets use me as an example of why after even 12 hours it is unfair. I leave my computer at say about 7pm(my time) on an evening. I then do things like eat and have no chance to log on after(due to parents hassling me). Eventually i go to bed. I get up in the morning in a rush, i cannot get on the computer before school as once again, my parents wouldnt allow it. I get to school about 8am or later. that gives my half an hour to access school internet and login to sgw before school. however, i haven't been online for 13 hours. this means if my defence was sabbed and gone half an hour after i went, the enemy still has half an hour in the morning to take out my miners.
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Re: bring back killable miners

Which is why, with Semper's idea, ti's 12 hours, then you only loose like a few 100k UU, this really only hurts people whom are large, and over the raiding/buying cap. If your under it, 1m UU is chump change, i farm that in about an hour :/
viewtopic.php?f=13&t=162732
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: bring back killable miners

then make it 18 hours lol that is more then enough time so is 12 really but even if you make it 24 hours it would make the game back to the original sizes AND it would make wars more fun and expensive and more like real life would be its a great idea it would make people think twice about warring actually it would make people think 10 times there would be a bigger chance for the newer players and would make it more strategy then just massing because massing is so cheap it is unbelieveable
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