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Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 11:15 am
by Rabbid Thom
Alliance Gifts
* Alliance Weapon Repair to Once Per Turn
* Gifts slightly more expensive

were a result of todays admin meet

it seems rather unfair to now limit the ammout of times you can alliance repair to one per turn

a limit to say 10 a turn would be fine or 1 a minute but for one every 30min it might aswell be that alliance gifts are scrapped

Edit: because all the alliance bank can be spent on now is to upgrade banks therfore whats the point to the bonuses of being in an alliance this puts the focus of might aswell just be lone wolf

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 11:18 am
by renegadze
The Cardinal wrote:Alliance Gifts
* Alliance Weapon Repair to Once Per Turn
* Gifts slightly more expensive

were a result of todays admin meet

it seems rather unfair to now limit the ammout of times you can alliance repair to one per turn

a limit to say 10 a turn would be fine or 1 a minute but for one every 30min it might aswell be that alliance gifts are scrapped


It's also somewhat biased, when the alliance that's in a war and not doing very well against an effective repair team asked for it - and it happens

We worked as an ALLIANCE...I dunno..try it sometime, you never know you might like it

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 11:38 am
by Rocky
the repair alliance weapons has actually improved the game to the extent that a single person can't mass a whole alliance anymore, it requires teamwork now, but i guess its easy nowadays, slip in a few bucks and i bet yall see a second mothership will be added to the game next week.

what i don't understand is that all those people spending $$ want it even easier than they already have it. Kinda pathetic if you ask me

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:23 pm
by Mikgamer
I agree that there should be more than 1 per turn. Every 5-15 minutes was the range I would think. With how cheap it costs I think everyone can agree it is rather silly to have no cool down timer on it.

One person massing an entire alliance was put to a stop by making attacker losses much higher and more AT's needed to take down a defense. This update made it harder for people to mass others while they sleep, but should not make it impossible whether online or offline.

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:27 pm
by renegadze
Mikgamer wrote:I agree that there should be more than 1 per turn. Every 5-15 minutes was the range I would think. With how cheap it costs I think everyone can agree it is rather silly to have no cool down timer on it.

One person massing an entire alliance was put to a stop by making attacker losses much higher and more AT's needed to take down a defense. This update made it harder for people to mass others while they sleep, but should not make it impossible whether online or offline.


The repair also, allowed the alliance to "cover" their comrades back when they were away from the battlefield.....now we're all just back to waking up without a defence.....oh yeah excellent, we've evolved so far

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:30 pm
by Empy
I'm not gonna sit here and watch this turn in to another topic about TL wanting something and MaYHeM wanting the opposite because they're at war right now. Before anyone in MaYHeM responds (probably Wep) don't. Rene and Rocky can stop right there too, feel free to post but if you're just gonna comment on how "pathetic" people are who brought the idea to Admin then you can expect warnings and your posts being split.

~Empy


As for my personal opinion I like it, but I also agree that only once a turn pretty much makes it useless. The reason it should not be unlimited is because the AL or 2iC could just sit online and keep the defense of everyone in their alliance built. What's the point in that? I'm not sure what the advantage of it was in the first place at all but as long as people like it then it should be kept just not as such a power. Limiting it to about 10 repairs a turn seems like a good compromise.

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:32 pm
by Lithium
all updates kicks harder those not spending $ , wondering how many will strugle the way jason fix a mistake wit another one

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:35 pm
by renegadze
Ĕɱƿŷ wrote:I'm not gonna sit here and watch this turn in to another topic about TL wanting something and MaYHeM wanting the opposite because they're at war right now. Before anyone in MaYHeM responds (probably Wep) don't. Rene and Rocky can stop right there too, feel free to post but if you're just gonna comment on how "pathetic" people are who brought the idea to Admin then you can expect warnings and your posts being split.

~Empy


As for my personal opinion I like it, but I also agree that only once a turn pretty much makes it useless. The reason it should not be unlimited is because the AL or 2iC could just sit online and keep the defense of everyone in their alliance built. What's the point in that? I'm not sure what the advantage of it was in the first place at all but as long as people like it then it should be kept just not as such a power. Limiting it to about 10 repairs a turn seems like a good compromise.


The Point....is that Wepwaet already said defences could be 0'd before the update...I can quote him if you like.....so with that being said, why the need for a reactive update? because the $$ spenders didn't like it.

They just kinda shot themselves in the foot, because we'll just build less often and mass less often and have less to mass....yeah that'll make an awesome war lol

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:41 pm
by Empy
renegadze wrote:
Ĕɱƿŷ wrote:I'm not gonna sit here and watch this turn in to another topic about TL wanting something and MaYHeM wanting the opposite because they're at war right now. Before anyone in MaYHeM responds (probably Wep) don't. Rene and Rocky can stop right there too, feel free to post but if you're just gonna comment on how "pathetic" people are who brought the idea to Admin then you can expect warnings and your posts being split.

~Empy


As for my personal opinion I like it, but I also agree that only once a turn pretty much makes it useless. The reason it should not be unlimited is because the AL or 2iC could just sit online and keep the defense of everyone in their alliance built. What's the point in that? I'm not sure what the advantage of it was in the first place at all but as long as people like it then it should be kept just not as such a power. Limiting it to about 10 repairs a turn seems like a good compromise.


The Point....is that Wepwaet already said defences could be 0'd before the update...I can quote him if you like.....so with that being said, why the need for a reactive update? because the $$ spenders didn't like it.

They just kinda shot themselves in the foot, because we'll just build less often and mass less often and have less to mass....yeah that'll make an awesome war lol
As I said you're pushing the limit of what is appropriate to discuss here. Defenses can be zero'd yes, but only if the AL or 2iC isn't sitting and spamming the repair button. I wasn't cognizant at the time of the update the first time so don't know the Pro's and Con's of it but I will say that it being at such a power that it has unlimited use is too much.

As I said I think it the Alliance Repair function should remain, but not at unlimited use and not at 1 use a turn. It should be raised to somewhere higher, perhaps 10 uses a turn.

Discuss the update in the context of the TL vs mH war again while not using it to productively provide evidence in favor of the update remaining or being changed (reversed or otherwise) and your post will not remain.

~Empy

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 12:45 pm
by Rabbid Thom
SuperSaiyan wrote:I agree, once per turn is way too low and useless. 10 seems far more appropriate, makes it still useful and still allows for some restraint


that my point

with auto war with 240 ATs anyway even if you do spam repair you still get 0'ed as i have done a few times

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 1:14 pm
by J I X
1 per turn is to little 10 is to much

i'd agree on 5

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 1:16 pm
by Brdavs
The only major problem with this update was the fact admin never reset alliance banks and some had 100s of trils to spend. That and maybe that naq accumulates in the bank perhaps a tad too fast.

If admin fixed that alliance repair (naq) would be a valuable commodity of an alliance, used sparringly and conserved as a resource. But could still have a big inpact in a given conflict, atleast in a particular skirmish.

limiting it to 1 per turn you mightaswell just take it out.

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.

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 1:37 pm
by Lithium
ppl admin doesnt play the game , he made few updates for his bank acc and some other for the rest but since he dont play how should he know , he just listen to who whine, ask or whatever

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 1:51 pm
by Wepwaet
Ĕɱƿŷ wrote:Before anyone in MaYHeM responds (probably Wep) don't.
Im going to post anyways :-D
J I X wrote:1 per turn is to little 10 is to much

i'd agree on 5


Once per turn is more than enough to keep someone in your alliance from losing their defense if they have nox/realm alert on. Is it enough to keep someone with no nox/realm alert from losing their defense... probably not but then again its not supposed to be a magic bullet to stop all incoming massings. Even 10 per turn wont keep an un-noxed account from being massed and that same 10 per turn wouldn't help the noxed account any more than the 1 would. So wheres the benefit to having it more than once per turn? Honestly though there's no benefit to raising it above 1 per turn as any more, that would be considered at least, would be redundant in their effectiveness.

[spoiler]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.[/spoiler]

Re: Alliance Weapon Repair to Once Per Turn

Posted: Fri Oct 01, 2010 1:59 pm
by renegadze
Ĕɱƿŷ wrote:
renegadze wrote:
Ĕɱƿŷ wrote:I'm not gonna sit here and watch this turn in to another topic about TL wanting something and MaYHeM wanting the opposite because they're at war right now. Before anyone in MaYHeM responds (probably Wep) don't. Rene and Rocky can stop right there too, feel free to post but if you're just gonna comment on how "pathetic" people are who brought the idea to Admin then you can expect warnings and your posts being split.

~Empy


As for my personal opinion I like it, but I also agree that only once a turn pretty much makes it useless. The reason it should not be unlimited is because the AL or 2iC could just sit online and keep the defense of everyone in their alliance built. What's the point in that? I'm not sure what the advantage of it was in the first place at all but as long as people like it then it should be kept just not as such a power. Limiting it to about 10 repairs a turn seems like a good compromise.


The Point....is that Wepwaet already said defences could be 0'd before the update...I can quote him if you like.....so with that being said, why the need for a reactive update? because the $$ spenders didn't like it.

They just kinda shot themselves in the foot, because we'll just build less often and mass less often and have less to mass....yeah that'll make an awesome war lol
As I said you're pushing the limit of what is appropriate to discuss here. Defenses can be zero'd yes, but only if the AL or 2iC isn't sitting and spamming the repair button. I wasn't cognizant at the time of the update the first time so don't know the Pro's and Con's of it but I will say that it being at such a power that it has unlimited use is too much.

As I said I think it the Alliance Repair function should remain, but not at unlimited use and not at 1 use a turn. It should be raised to somewhere higher, perhaps 10 uses a turn.

Discuss the update in the context of the TL vs mH war again while not using it to productively provide evidence in favor of the update remaining or being changed (reversed or otherwise) and your post will not remain.

~Empy


I'm not sure how I'm pushing the limit, it's a thread under the section "Discussion on Enhancements (ones already released)" it's an enhancement that's already been released, and I am discussing my opinion of it.....is that not the point of this section?

Or is it that I simply don't agree with mH and you?