A
Andy
All worlds
02 Sep 2017 11:50Link
Copied from another discussion:
We have published a list of features we intend to add/remove and change in the war game to increase the probability of PvP wars.
We intend to continue along this way.
C3 wars
We were criticized many times, and recently in these discussions, for making C3 wars that do not require any warring capabilities. These wars were used as a way to make money.
One possibility is to just fix it.
If you get to level 4, you might be ready for PvP wars.
Make money with a great economy. We are making it easier to make money.
It looks like some of the great empire, rich players, with large armies, do not want a change that might make the war game into a challenge or reduce their power to destroy.
No change will please everyone.
We will however make the game more fair and easier for beginners.
We assume that there will be those who will look to find ways to kee
We have published a list of features we intend to add/remove and change in the war game to increase the probability of PvP wars.
We intend to continue along this way.
C3 wars
We were criticized many times, and recently in these discussions, for making C3 wars that do not require any warring capabilities. These wars were used as a way to make money.
One possibility is to just fix it.
If you get to level 4, you might be ready for PvP wars.
Make money with a great economy. We are making it easier to make money.
It looks like some of the great empire, rich players, with large armies, do not want a change that might make the war game into a challenge or reduce their power to destroy.
No change will please everyone.
We will however make the game more fair and easier for beginners.
We assume that there will be those who will look to find ways to kee
A
Aries
All worlds
02 Sep 2017 19:43Link
Andy, Wars start 12 game months after a declaration of war is made. How long does it take to reactivate deactivated weapons once automatic reactivation is turned on? If a player gets the war declaration notification (and lets hope this works) and logs in, say, 3 game months after the war declaration, do they have time to reactivate their weapons before the war starts?
Again, one thing to keep in mind. On another thread, there is a discussion how there is an intentional division of countries within a player empire. A reasonable player empire might have 8-10 countries. A paying premium member might have such an empire on multiple worlds. A smart attacker will declare war on an entire empire when they intend to actually launch attacks on one country. Is it reasonable that the attacked player will have all weapons necessary to mount an effective defense in each country? Is it not reasonable that the defender may have to shift weapons when they
Again, one thing to keep in mind. On another thread, there is a discussion how there is an intentional division of countries within a player empire. A reasonable player empire might have 8-10 countries. A paying premium member might have such an empire on multiple worlds. A smart attacker will declare war on an entire empire when they intend to actually launch attacks on one country. Is it reasonable that the attacked player will have all weapons necessary to mount an effective defense in each country? Is it not reasonable that the defender may have to shift weapons when they
A
Andy
All worlds
02 Sep 2017 22:27Link
Reactivation starts automatically when war is declared on a country.
It takes 10 game months.
I need to go.
will continue tomorrow.
It takes 10 game months.
I need to go.
will continue tomorrow.
Y
Yankee
All worlds
04 Sep 2017 01:13Link
Does anyone else wonder what placing direct sales of weapons to a country into inactive reserves is going to do to promote the war game?
I can't even rebuild my EXISTING air defense unit with the 30 extra DH and 60 INTS they now require without waiting for those units to become active.
Country purchasing power was always a limiting factor on direct sales.
Now it seems you've got two choices:
Maintain a crippling load on your economy or get rolled up by whoever is willing to place a crippling load on their economy (probably because they NEED your assets to keep from going bankrupt).
I'm sorry but from what I can see this will have exactly the opposite effect.
Good lord, I already HAD enough DH's and INTS active in country to reactivate 30 DH and 60 INTS immediately before this so called improvement.
It's going to be interesting to see if I have to wait 10 months to rea
I can't even rebuild my EXISTING air defense unit with the 30 extra DH and 60 INTS they now require without waiting for those units to become active.
Country purchasing power was always a limiting factor on direct sales.
Now it seems you've got two choices:
Maintain a crippling load on your economy or get rolled up by whoever is willing to place a crippling load on their economy (probably because they NEED your assets to keep from going bankrupt).
I'm sorry but from what I can see this will have exactly the opposite effect.
Good lord, I already HAD enough DH's and INTS active in country to reactivate 30 DH and 60 INTS immediately before this so called improvement.
It's going to be interesting to see if I have to wait 10 months to rea
K
Khome
All worlds
04 Sep 2017 08:55Link
I have always wondered this; why aren't we allowed to reactivate all of our weapons at once whenever we decide?
J
Josias
All worlds
04 Sep 2017 14:43Link
isn't reactivation 10%? this leaves allot of play with space transport. you can truck in a bunch of weapons, reactivate the equivalent of what woulda been 50%, create units, re-load your space center, and hop, skip and jump over a few countries, over 2 days.
the automatic space transport thing, will assign up to 20 shuttles per request. and you can set the same request several times. so if you have 1350 ints in your CEO Space center, you can make 5 auto-requests for 1350 ints to be transported, and each will have up to 20 shuttles assigned to it. and each will keep going until it transports 1350 ints, or the SC is empty. its my trick for multiplying the transport speed.
with a little imagination you can make things work, and as always, the hyper-active players have an advantage.
the automatic space transport thing, will assign up to 20 shuttles per request. and you can set the same request several times. so if you have 1350 ints in your CEO Space center, you can make 5 auto-requests for 1350 ints to be transported, and each will have up to 20 shuttles assigned to it. and each will keep going until it transports 1350 ints, or the SC is empty. its my trick for multiplying the transport speed.
with a little imagination you can make things work, and as always, the hyper-active players have an advantage.
J
Josias
All worlds
04 Sep 2017 14:50Link
one good question for a player to know the answer to, roughly what time during the Game Month, are weapons reactivated. you can do this, just by paying attention, I don't invest myself into the game that much any more to know when cities/bases repair, the effect of stocked up construction, timing of re-activation, and such.
knowing this, would make anticipating space transport more efficient. you truck in your weapons, empty your SC, having a rough idea of when they will actualy be activated, you'll be online at the right time to re-load your SC and move them to the next country, if thats what you want to do,
knowing this, would make anticipating space transport more efficient. you truck in your weapons, empty your SC, having a rough idea of when they will actualy be activated, you'll be online at the right time to re-load your SC and move them to the next country, if thats what you want to do,
Y
Yankee
All worlds
04 Sep 2017 16:35Link
Well I disbanded my units and was able to reactivate all 90 units the next game month.
Not much use if those units are hard hit so I would assume you can still reactivate 10% of your active weapons not in units which is not much help IMHO.
I gotta test some more.
Not much use if those units are hard hit so I would assume you can still reactivate 10% of your active weapons not in units which is not much help IMHO.
I gotta test some more.
A
Aries
All worlds
04 Sep 2017 18:23Link
This discussion here hits on my concern. I am not that worried in my own defense. Like Yankee and Josias, I am sure I can figure it out. But if the solution is tricky/complicated, it will be a burden to the new players we want to get into the war game that the GM was trying to help in the first place.
The GM always assumes a player post is intended to be self-serving. Mine are not. Nothing even considered is going to challenge my power in the slightest. I will still be okay. More than okay. I look at these changes as a challenge to help new players. I see future chats where I am trying to make explaining how to defend their empire easier. Adding a few units to their defense, or whatever, is beans compared to what they will need if they have more than a few countries to defend.
We know how it used to be before mobile units and before space reinforcements were figured out. From Wildeye's guide, "Defense does not win wars. All defe
The GM always assumes a player post is intended to be self-serving. Mine are not. Nothing even considered is going to challenge my power in the slightest. I will still be okay. More than okay. I look at these changes as a challenge to help new players. I see future chats where I am trying to make explaining how to defend their empire easier. Adding a few units to their defense, or whatever, is beans compared to what they will need if they have more than a few countries to defend.
We know how it used to be before mobile units and before space reinforcements were figured out. From Wildeye's guide, "Defense does not win wars. All defe
Y
Yankee
All worlds
04 Sep 2017 19:05Link
Simple fact is if it's confusing to someone that's been playing for sometime, what chance does an actual "new player" have?.
J
Josias
All worlds
04 Sep 2017 22:11Link
ironically, this "confusion," has always been to the advantage of long term players. but every attempt to equal the scales, results in more vets leaving than new players staying.
seriously, if the over all problem is game enthusiasm/competition, y'all should really try thinking outside the box. the last ten years of rule changes that I've witnessed, all had the intent to make the game more competitive, and always had the opposite effect.
as far as weapons from space being unloaded as inactive, thats probably a good thing. when a player has enough weapons to vomit a war mammoth any where, inside of 2 days, it kinda makes an experience mismatch. if you want to do that, you should have to work harder, and figure out how, and it should require allot of shuttles.
further, i also know that one of wendy's favorite tactics, was to dec a player, watch their weapons re-active, then deactivate do to manpower issues
seriously, if the over all problem is game enthusiasm/competition, y'all should really try thinking outside the box. the last ten years of rule changes that I've witnessed, all had the intent to make the game more competitive, and always had the opposite effect.
as far as weapons from space being unloaded as inactive, thats probably a good thing. when a player has enough weapons to vomit a war mammoth any where, inside of 2 days, it kinda makes an experience mismatch. if you want to do that, you should have to work harder, and figure out how, and it should require allot of shuttles.
further, i also know that one of wendy's favorite tactics, was to dec a player, watch their weapons re-active, then deactivate do to manpower issues
K
Khome
All worlds
04 Sep 2017 22:42Link
About the reactivating after a space transport; even after shuttling weapons to a country's space center, they won't reactivate until after logging on and transferring whatever made it to the space center to the country's stock for the auto reactivation to begin. The immediate deactivation of weapons after a direct sale, shuttle transport or country to country transfer can only be translated as punitive.
This is no way to respond to an attack in time, especially after Aries' point about multiple declarations. Iv'e be declared on by an attacker a long time ago, who selected about 5 countries for me to guess. Needless to say, after the wait period was over, I found myself having to log on constantly throughout the day, at work, even setting alarms at night to check since I wasn't even sure what time zone the attacker was from. Fortunately I was able to take them out once their forces were revealed to be far less than min
This is no way to respond to an attack in time, especially after Aries' point about multiple declarations. Iv'e be declared on by an attacker a long time ago, who selected about 5 countries for me to guess. Needless to say, after the wait period was over, I found myself having to log on constantly throughout the day, at work, even setting alarms at night to check since I wasn't even sure what time zone the attacker was from. Fortunately I was able to take them out once their forces were revealed to be far less than min
A
Andy
All worlds
04 Sep 2017 23:46Link
I answered the question about reactivation. it takes 10 game months and after the next upgrade, you will be able to turn automatic reactivation on and 10 game months later, the entire army will be reactivated.
If you add weapons during the process, 10% of the total weapons you have of each type, (active and not active), will be reactivated.
I think that the problem of all assets always hiding behind war protection, will change when the number of countries that can have war protection is reduced.
Khome,
If you want to have everything active, do not deactivate. If you want to cut the cost, use it. It is either one or the other.
if you turn auto reactivation on, everything will be there before the war starts.
again, If anyone has a better idea on how to protect small players against a sudden surge in the army of their neighbors, please explain.
From what I read here, it seems that countries will pro
If you add weapons during the process, 10% of the total weapons you have of each type, (active and not active), will be reactivated.
I think that the problem of all assets always hiding behind war protection, will change when the number of countries that can have war protection is reduced.
Khome,
If you want to have everything active, do not deactivate. If you want to cut the cost, use it. It is either one or the other.
if you turn auto reactivation on, everything will be there before the war starts.
again, If anyone has a better idea on how to protect small players against a sudden surge in the army of their neighbors, please explain.
From what I read here, it seems that countries will pro
S
Sheepman RGB
All worlds
05 Sep 2017 02:37Link
its just sad since its wanted to make something but there current formula for activation(not sure the real equation/algorithm as this is just for example purpose) atleast iterative speaking:
T= Total weapon count
r= 10% of total weapon count
i = deactivation count
a = active count
start
if i not = 0 then
T*.1 = r
if i (lesser then or equal to) r then
i+a = f (Final activation - equal to T)
i-i = g(0 remaining deactive)
end
else:
r - i = i(iterative count)
r + a = a(iterative count)
If i not 0 - If End
Restart
To see; if we take/give a percent to T it will effect the ration r and its ability to raactivate simply enough, for players who can give more to T (richer more experienced) can simply fill to for its efforts and remove it/desize when needed, little more hassle for t
T= Total weapon count
r= 10% of total weapon count
i = deactivation count
a = active count
start
if i not = 0 then
T*.1 = r
if i (lesser then or equal to) r then
i+a = f (Final activation - equal to T)
i-i = g(0 remaining deactive)
end
else:
r - i = i(iterative count)
r + a = a(iterative count)
If i not 0 - If End
Restart
To see; if we take/give a percent to T it will effect the ration r and its ability to raactivate simply enough, for players who can give more to T (richer more experienced) can simply fill to for its efforts and remove it/desize when needed, little more hassle for t
Y
Yankee
All worlds
05 Sep 2017 02:59Link
Andy if you remove the possibility of contracting forts to yourself you better make sure they are a profitable corp. Right now they are a money pit.
I have no reason to have them in a ceo if I can't use them and it's very obvious C3 corps are nowhere near capable of dealing with the demand.
I wouldn't care if you limited the number to 25 forts if you made them worth having in the first place.
All you need to do is make them block a region requiring land forces to deal with them and their garrison before they can paint that part of the map.
I have no reason to have them in a ceo if I can't use them and it's very obvious C3 corps are nowhere near capable of dealing with the demand.
I wouldn't care if you limited the number to 25 forts if you made them worth having in the first place.
All you need to do is make them block a region requiring land forces to deal with them and their garrison before they can paint that part of the map.
K
Khome
All worlds
05 Sep 2017 07:01Link
"Khome,
If you want to have everything active, do not deactivate. If you want to cut the cost, use it. It is either one or the other.
if you turn auto reactivation on, everything will be there before the war starts."
This does not address the issues I clearly stated above. I'M not the one deactivating; the new game "features" are automatically deactivating my weapons whenever I transport them from shuttle bay to country stock. I assure you, what you have said is very very clear; however, the deactivating is not MY doing. Te deactivation is, as stated, a result of the game process. That is the problem.
To be clear;
-I know that there will be an auto reactivation system
-I'm not choosing to deactivate; it's an automatic response after transferring weapons
-If auto reactivation promises to have all weapons ready before war, why not just let us activate when we want? (this question was n
If you want to have everything active, do not deactivate. If you want to cut the cost, use it. It is either one or the other.
if you turn auto reactivation on, everything will be there before the war starts."
This does not address the issues I clearly stated above. I'M not the one deactivating; the new game "features" are automatically deactivating my weapons whenever I transport them from shuttle bay to country stock. I assure you, what you have said is very very clear; however, the deactivating is not MY doing. Te deactivation is, as stated, a result of the game process. That is the problem.
To be clear;
-I know that there will be an auto reactivation system
-I'm not choosing to deactivate; it's an automatic response after transferring weapons
-If auto reactivation promises to have all weapons ready before war, why not just let us activate when we want? (this question was n
A
Andy
All worlds
05 Sep 2017 16:47Link
Sheepman,
Thank you. I appreciate your response and your care for the game.
I am very good in forgetting past issues. just looking to keep going and improve if possible.
There are many issues in the text you refer to and it is not really clear.
If you want to make a point, please explain precisely what you meant.
and not too many points in one message please.
On the reactivation:
It is far from a solution, I agree but I do not have a better one.
Making it depend on more parameters will make it hard to explain. the game is too complicated as is.
for the warring parties, it causes a delay but they can have it as they wait for the war to start.
Very big armies will indeed have a huge surge after each reactivation round.
we will always have unbalanced wars but the question is: will they win with little damage or will there be destruction on both sides, even more damage to the attacker be
Thank you. I appreciate your response and your care for the game.
I am very good in forgetting past issues. just looking to keep going and improve if possible.
There are many issues in the text you refer to and it is not really clear.
If you want to make a point, please explain precisely what you meant.
and not too many points in one message please.
On the reactivation:
It is far from a solution, I agree but I do not have a better one.
Making it depend on more parameters will make it hard to explain. the game is too complicated as is.
for the warring parties, it causes a delay but they can have it as they wait for the war to start.
Very big armies will indeed have a huge surge after each reactivation round.
we will always have unbalanced wars but the question is: will they win with little damage or will there be destruction on both sides, even more damage to the attacker be