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[Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 12:08 am
by BenjaminMS
Something I've posted in another thread before...
BenjaminMS, edited post wrote:Players need to invest minimal 1% of their army size into their defense on average every day - to prevent sniper tactics, that needs to be at least their total UP/day. If they don't build up to that minimum, they are vulnerable to having their attackers killed.
That would mean that if someone for longer then 24 hours build no def which matches those requirements, their attacking units are vulnerable.
In addition to this, if players have got 24 attackers and 24 defenders trained, troops will turn their attention to the mothership dock, and will in time (after tenthousands of ATs upon it) slowly degrade the slots of the mothership (if there is any).
Nasty addition: at this moment, even the Nox will give up upon this world, and abandon the insurance.
How does that sound?
This means the following:
- 24 hours after having no proper defense for the first time, your attacking units do become vulnerable. This can only be avoided by building a proper defense.
- 24 hours after the attacking units got reduced to near zilch (24 units or less), the mothership becomes vulnerable. After 10k of AT on it without about anything further left, the MS becomes that worn out that the volleys and shields are vulnerable to ground troops attacking it in the hangar. Per 5k AT, 2% of the existing volley, shields and fleet slots get destroyed.
Again, reset is the proper defense.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 1:44 am
by CABAL
BenjaminMS wrote:Something I've posted in another thread before...
BenjaminMS, edited post wrote:Players need to invest minimal 1% of their army size into their defense on average every day - to prevent sniper tactics, that needs to be at least their total UP/day. If they don't build up to that minimum, they are vulnerable to having their attackers killed.
That would mean that if someone for longer then 24 hours build no def which matches those requirements, their attacking units are vulnerable.
In addition to this, if players have got 24 attackers and 24 defenders trained, their miners become vulnerable (just like defenders, the attackers can't be massed down to 0). However, due to the enormous tactical failure of the defender, each time 10% of the miners gets killed.
The only way for the defender to prevent this further is having assassins trained - because if your men, who are looking for more or less unarmed miners, won't pay enough attention to skilled assassins. (Countermove: suiciding)
This will kick in with a 'grace period' of 24 hours AFTER that the attackers have become vulnerable. This timer is only reset by having build a proper defense in the meanwhile.
If there are even no miners (except lifers) left, troops will turn their attention to the mothership dock, and will in time (after tenthousands of ATs upon it) slowly degrade the slots of the mothership (if there is any).
Nasty addition: at this moment, even the Nox will give up upon this world, and abandon the insurance.
How does that sound?
This means the following:
- 24 hours after having no proper defense for the first time, your attacking units do become vulnerable. This can only be avoided by building a proper defense.
- 24 hours after the attacking units got reduced to near zilch (24 units or less), the miners become vulnerable, at 10% of the (total miners-lifers). Resetting this can only be by building a proper defense.
- When the miners are about dead, the mothership becomes vulnerable. After 10k of AT on it without about anything further left, the MS becomes that worn out that the volleys and shields are vulnerable to ground troops attacking it in the hangar. Per 5k AT, 5% of the existing volley, shields and fleet slots get destroyed.
Again, reset is the proper defense.
As I said in the other thread, having a set time is a terrible way to do things, yet have a moving slider in which, as time progresses, more and more units will be killed per hit.
And 10% of total miners is WAY too much. something like 0.8% would be more... Appropriate. i.e. Anyone with 400mil miners would lose 40mil per hit. That is just way too much...
They should also be different types of attacks altogether. If you make it so its 'augmented' into the "attack" button, the newer players would have absolutely no chance of growing, as all the 'farms' would have their miners killed extremely quickly.
And having an MS vulnerable is a bit over doing it. A person, with, say, 500k slots on each stat loses their connection during a war. They live in quite a remote area and so, have no 'backup' internet. Their 'estimated downtime' is, for the sake of the example, one week.
When they come back, everything they had has been destroyed.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 4:45 am
by Sarevok
People will hate me for saying this... IT'S RELEVANT! Think about it. If you go to war, and decide "You know what, screw this, I'm taking a week off" (this is voluntary as opposed to compulsory like loosing a connection though), do you seriously think, you enemy is gonna go "Oh, there gone away for the week, lets just leave them be"... Um NO?!
I disagree with the idea of killing miners, for the exact reason said, loss of farms. I'm not opposed to the MS idea, simply because, there is so much to go through, BEFORE even being able to TOUCH the MS. If you log on like once every 2-3 days even, your MS is safe.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 7:55 am
by BenjaminMS
I KNEW I had forgotten to put someting in ^^
New addition: from the point on from killing miners - it requires and opens an special attack for it.
I'll put the amount of miners killed down - but to 2%
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 7:57 am
by Norbe
It can be bad enough already if you lose your internet connection at the wrong time. You can lose naq, UU, planets, defense, strike, covert...
Imagine how bad you'd feel if you'd played the game for 3 years, then you lose internet access for 4-5 days and all 3 years worth of work is gone through no fault of your own. Even knowing there was a possiblity of that happening, I would stop playing this game instantly. So for that reason, i'm wont be investing in this idea. I'm out.
~Norbe.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 8:02 am
by Duderanch
Killing miners are a big no no for me. Killing attack is good, and having to have a certain defence if you want a strike is good. But miners are the heart of your account, they control income, bankspace etc.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 8:04 am
by BenjaminMS
Considering from the reactions, I'll have to edit - again I guess. No matter.
Edited, took the miners out
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Sat Sep 19, 2009 8:15 am
by Colton
A huge NO to the loss of mothership slots.
Nicely said Norbe.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Wed Sep 23, 2009 2:37 am
by GeneralChaos
Would this not play more into the snipers game though,
Sniper builds up big strike, and no def, goes on a rapid massing spree, losing there strike as they go, what they dont lose, ( can either untrain/sell off ) and the little they have left will be killed off when being hit cause of no def, so again little to no loss for them.
This update would also really push the M.E hunters into overdrive, because when they take that def out, they know if you dont rebuild it, they can come back for your strike, resulting in ( see above )
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Wed Sep 23, 2009 5:03 am
by Sarevok
And why should strike be impervious to all damage then? Sure you can sab the weapons. But if you can't buy/raid replacement units, then having a defense or a covert is just silly. Attack can't be killed, so put everything into attack, and be able to farm anyone in the game. Just work out the profit margin you need, and your set. No one can damage you at all (just sell weapons, or leave them there), and you can farm anyone ingame.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Wed Sep 23, 2009 12:37 pm
by Empy
Only read the first post and I saw something about MS Slots being destroyed, and only reading that, I oppose this suggestion intensely.
Re: [Reposted + tweaked] Stopping the 'idle massers'
Posted: Wed Sep 23, 2009 2:37 pm
by Sarevok
I have to agree with Sarajevo
Anything that's as costly as slots on a MS shouldn't be able to be destroyed. Whilst i don't like the idea of massive MS as much as the next person. People focus only on just a project. Anything that is a linear cost, fine. Destroy away. But things that are exponential like hanger costs, no.
Though, i did read the rest of it, and if there not gonna login for 2 days, then they need to be punished in some way.