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Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 8:06 am
by renegadze
Well it seems this maybe the hot topic at the moment, and I hope rather then the alliance rivalry in the suggestions threads of late, that people will just take a minute to think about what's best for the game and keeping people interested.

It has becoming very apparent of late that "massing" has become a non viable aspect of this game. Sure when attackig an account you make get lucky from time to time that their alliance happen to all be out partying....but lets face it, those situations are few and far between.

With the top alliances seemingly pretty active with the alliance repair function, massing a defence "old school" just does not happen.

Infact a "good setup" at the moment, normally means having a pretty large def 30-40tril+ a covert power about 5 times the size of this, a semi decent strike...that has been dmg'd. This obviously means sabbing is pretty much out of the question too.

In short it's making the game pretty damn boring, I'm not going to spent 20 minutes on a def, just to see it fully repaired a second later, and I pretty sure many on both sides have the same view.

So (and I may get shot for this) how about.

1) Remove repair for def weapons altogether
2) So an alliance can still "protect" their members, make it that if you attack someone you hit with full 100% power, until you are hit in return.....if the person hitting you beats your def it reduces your attacking power by "x" %. This would mean if you want to be able to mass effectively, you also need a defence to protect your attacking power.

so if you're online you can try to help prevent a massing by attacking back....but you cannot simply repair for everyone

There is probably a fatal flaw I missed in my idea...but out of all the suggestions threads, I feel this topic is what will drive people away if it is not addressed...and fast.

Re: Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 8:15 am
by ~Dä Vinci~
yeah, massing defence with strikes is a waste of time now becuase what ever time you do it always someone to repair, Either sab or ac or just waste of time.

Re: Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 9:28 am
by Duderanch
I don't think this is a terrible idea. I do think that if def repair is removed attack repair should be too.
The cost of having a big strike has always been the repair bills, that seems to have disappeared as of late.

I was thinking about this myself, if Jason refuses to remove alliance repair (which seems to be the word we are getting from him lately), maybe remove incoming alliance logs.

It's not ideal but at least it would require more effort than someone just refreshing the alliance logs every few minutes to detect a massing.

Re: Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 9:30 am
by Empy
Duderanch wrote:I don't think this is a terrible idea. I do think that if def repair is removed attack repair should be too.
The cost of having a big strike has always been the repair bills, that seems to have disappeared as of late.

I was thinking about this myself, if Jason refuses to remove alliance repair (which seems to be the word we are getting from him lately), maybe remove incoming alliance logs.

It's not ideal but at least it would require more effort than someone just refreshing the alliance logs every few minutes to detect a massing.
Or have an hour delay on the logs.

Re: Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 9:35 am
by ~Dä Vinci~
E.M.P. wrote:
Duderanch wrote:I don't think this is a terrible idea. I do think that if def repair is removed attack repair should be too.
The cost of having a big strike has always been the repair bills, that seems to have disappeared as of late.

I was thinking about this myself, if Jason refuses to remove alliance repair (which seems to be the word we are getting from him lately), maybe remove incoming alliance logs.

It's not ideal but at least it would require more effort than someone just refreshing the alliance logs every few minutes to detect a massing.
Or have an hour delay on the logs.

+1 id probaly say the same thats better than totally removing it probaly each turn change tho not an hour

Re: Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 9:41 am
by ~Dä Vinci~
what about removing the functions alliances have and just let them have 1? which costs a large amount from the alliance bank.. so that they can only have def wep repair or att or just ppt? what you guys think.

Re: Removal of Def repair (alliance function)

Posted: Mon Jul 11, 2011 12:20 pm
by renegadze
Duderanch wrote:I don't think this is a terrible idea. I do think that if def repair is removed attack repair should be too.
The cost of having a big strike has always been the repair bills, that seems to have disappeared as of late.

I was thinking about this myself, if Jason refuses to remove alliance repair (which seems to be the word we are getting from him lately), maybe remove incoming alliance logs.

It's not ideal but at least it would require more effort than someone just refreshing the alliance logs every few minutes to detect a massing.


Well we could go as far as to suggest removing the att repair.....but i'm not sure that's currently ruining the game....if you don't have some assistance with the massing costs, you'll soon find people simply cant mass the big defs.......just as a guide...I used my 10tril strike to hit a 100bil def twice and my repair costs were 111bil - now imagine needing a 50tril+ strike to hit a 70tril+ def on the same sort of scale you'd be looking at probably 500bil per hit to repair lol

Bottom line, a war game requires people to be able to mass and defences able to fall to kinda make it enjoyable

Re: Removal of Def repair (alliance function)

Posted: Fri Jul 15, 2011 2:16 am
by Robe
Many players have been calling for the removal of Alliance Defence repairs for a long time now in multiple threads in these "For Admin" Forums and at many admin meetings.

Re: Removal of Def repair (alliance function)

Posted: Fri Jul 15, 2011 3:14 am
by stuff of legends
Now we're getting places.
For a start i would suggest using an attack to defence ratio to damage weapons. i.e the greater the attack is to a defence the more damage it does to weapons, e.g say (atk/def)/3*(turns used)/3=% to wep damage
so 5 trill attack to a 1 trill def using 15 turns would provide a (5/1)/3*15/3= 8% roughly, this can have an upper limit so you arent shooting at 90% damage, any number can be used, but the main idea is that you dont use 2k turns to destroy some pitiful 2-500 bill defences and wipe out double their trained defence in your attack, which is ludicrous in itself.

Re: Removal of Def repair (alliance function)

Posted: Fri Jul 15, 2011 3:58 am
by GeneralChaos
With the ever growing costs to repair weapons for the alliance, it wont take long for an alliance to run out of Naq in that sense,

Even with 1% per turn being put into it, if an alliance was to use all 200 of them repairs a week, its going to run them 8-12trill if they use the PPT's and Repair attack weapons aswell its going to be running them about 20trill/ week

Hell even if it was 5trill a week, i wouldnt think there are many alliances in this game whos alliance bank is growing 5trill a week.

Id say within a month of 2 you will notice less and less of the repair all weapons happening.