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Chaoswind Game profile

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May 11th 2011, 1:17:19

LOL iScode :)
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Chaoswind Game profile

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May 10th 2011, 21:50:23

WHy not NBK?

Seems like your old friend plans to join them :p
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Chaoswind Game profile

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May 10th 2011, 2:17:00

Defense bonus could be at 40%

Again no o/d allies to help you break

Defense bonus resets every time you attack and you gain 0.5% every turn :)

would be interesting :)
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Chaoswind Game profile

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May 9th 2011, 23:54:10

yes plz
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Chaoswind Game profile

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May 9th 2011, 2:24:46

+1

= 4 :)

so 21 days
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Chaoswind Game profile

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May 7th 2011, 3:08:47

I agree with Osloos on this one

I could easily store turns, make a few grabs and then Jump Networth and become unbreakable for the guys that I fluffed up.

I can see the problem of offense being too strong, but keep in mind a few things.

Attacking costs turns + Ops
Attacking costs Oil


So why make Defense (that cost nothing) closer to attacks? There is even a random factor that can make you bounce if you don't oversent a little, so stop whining already.

Can't see anything wrong with the Formulas right now, maybe reduce production of Oil (or make it more costly) so people get a higher penalty while attacking (having to buy more oil, or pay more for oil) would reduce the amount of attacks on the game, or at the very least make oiler strats stronger.
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Chaoswind Game profile

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May 6th 2011, 21:04:18

All the media goes with the generals when you sent 5 PS

So there is no CNN to declare peace
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Chaoswind Game profile

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May 6th 2011, 0:40:46

You are only entitled to the amount of land you can protect, if someone hits you, you retal, if you can't hit then you were not entitled to it... :)
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Chaoswind Game profile

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May 6th 2011, 0:37:57

Sounds much easier to be honest

People would just have 2 tags and self farm each other, but that also weakens their position while doing retals (I don't take 1 alliance = 2 tags bullfluff) and if anyone tries to force cross tag retals we (the community) just FSes the living fluff out of said alliance(s) until they stop their nonsense and play nice :)

is a win win situation :)
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Chaoswind Game profile

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May 5th 2011, 22:14:08

old
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Chaoswind Game profile

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May 5th 2011, 22:10:21

Teh fluff that is fine

If you did 5 PS on anyone then you don't deserve to declare peace anytime sooner than 20 Hours

If you want to declare peace then don't sent 5 PSs out.
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Chaoswind Game profile

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May 5th 2011, 19:20:43

if that is going to happen, then remove the -10%

doesn't seem fair to remove the republics advantage and leave them with such a huge disadvantage

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Chaoswind Game profile

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May 5th 2011, 0:54:05

Is actually a good idea, I would say to make it +150% instead of 200%, as 200% place lazy people even more far behind the active attackers, and the game must be kind of fair at the least
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Chaoswind Game profile

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May 4th 2011, 21:35:48

After losing a war, morale drops and alliances are bound to lose some members/numbers, but by getting a CF, the burden on the alliance is less, and less members are bound to leave.

Gmann03 is a TERRIBLE member, dude shut the fluff up, 2 hours of killing are much better than 23 days of farming, chill the fluff up and Stufu

Also they want to inflate their Stats or individual member Hit count, but what is the problem with that? huh? they won... be grateful of the CF and sent a Nuke to them 3 minutes before the CF takes effect, otherwise just stop posting.
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Chaoswind Game profile

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May 4th 2011, 5:54:12

But only when said person is online

You can identify an FS coming easier as you would normally have to wait a few of your members to report it, and some DO wait 18 hours for those extra 6 turns
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Chaoswind Game profile

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May 3rd 2011, 21:12:59

again republics are good when you can hide under a tag, there is no point to change a government just because the tag protects them.

go to any other server and republics get attacked more often than any other government, also -10% returns would be the same as a forget about the retals option.

if you want to nerf republics then give then a (-5% or -10%) on spies as well to go on hand with their -15% on attacks, that would make then a government that is WEAK on war and good to net with.

As a result you can get an FS on a netting alliance more easily on the server alliances and on other servers Republics are bound to get Robbed by Nations with high SPAL.

Sounds like a better alternative than -10% returns or increased destruction/building cost.
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Chaoswind Game profile

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May 2nd 2011, 21:42:41

Oh!!!!

Ok thanks :)

Then I have no further questions
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Chaoswind Game profile

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May 2nd 2011, 20:46:04

Is easier to Join a big alliance (SOL/SOF) and Stir rebellion to cause the troops to leave the nation... To form a new alliance...

That is how it works normally dude :)
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Chaoswind Game profile

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May 2nd 2011, 2:40:12

maybe a mod should check it a bit and see if something in the formula is wrong...
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Chaoswind Game profile

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May 2nd 2011, 0:33:12

well I did a mass explore of 120 turns in FFA, and I had 9 earthquakes

I was like WTF
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Chaoswind Game profile

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May 1st 2011, 5:17:51

So I am getting the luck bonus up as part of a test... I have it on 2% yet I always seem to get a BAD event instead of a good one, so I have to know if LUCK also increases the chances of bad luck...

Thanks
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Chaoswind Game profile

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May 1st 2011, 4:42:57

Given time to get badass all countries can be awesome for war, so no point there.

honestly without the tag protection Republics are mostly farmed and can only get a critical amount of land before becoming farm target... the government is more than fine to me.
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Chaoswind Game profile

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Apr 30th 2011, 19:06:58

Republics suck for war have fluffty defence and you want to take away the ONE thing that makes them good?

BAD

Is not a problem of the government type, is a problem of the server.

Republic is the safest type of government for those that lack time to search for targets and take the risk, a All X Republic hardly ever reaches top 10, even thought more than 40% of the server is one, so point denied, leave republics alone
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Chaoswind Game profile

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Apr 30th 2011, 13:46:14

I don't like farmer one, my own allows me to get 100% more land and only 20% less farms... and lets not forget I get 25 Bpt before the 99 turn.... the auto Start up is fine, but I'll like to tweak it myself towards my play style.

But that won't happen :p
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Chaoswind Game profile

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Apr 29th 2011, 22:55:21

The new Clan leader options are causing some controversy, so I was thinking of ways to change it a little bit.

The system will work in alert lvls aka DEFCONs

A Clan on DEFCON 3/Green get

-countries that joined/detagged/were forcibly detagged
-countries that became admins

This level of Alert has no Cost at all

A Clan on DEFCON 2/Yellow get
-FA packages (and what's in them, tag -> out or out -> in)
-people declaring war or making peace (in tag -> out, or out -> in)

This has 200% The Cost GDI would have on them (for the lack of a formula of my own)

A Clan on DEFCON 1/RED get
-failed normal ops (out or in)
-the Ability to set Global military Benchmarks and a report of the nations that fail to get them.

300% the cost of GDI would have on them.

This will help Clans without a site (as it was the goal with the original announcement.


Clans that manage to Pact the world would have no need to use anything beyond DEFCON 3, and clans that fear a FS is coming will set it to DEFCON 1.

Discuss?
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Chaoswind Game profile

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Apr 29th 2011, 22:30:23

:(

I wish to be your div leader again Sauron
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Chaoswind Game profile

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Apr 29th 2011, 22:19:31

Turn the Tutorial advisor into...

A CAT

:P

So:
The in-game tutorial gives you country advice as you play your country. This advice will help to guide you through the process of creating a strong country and alert you about important information, such as when your nation is about to run out of food or money.


Change the options to:
1. On
2. Information only
3. Off

On = Show, so it would be normal.

Information Only: has NO ADVISE, just information like turns before nation runs out of money/food
On explore page when explore rate will drop.
Research page: The max amount of TPT the nation can have if all its land is turned to LABS.


Don't think I have to explain off...

Interesting add ons for war time:

Well, now that admin countries are allowed to check fail Spy Ops on the countries on their tag, so too many fail ops can negate the element of surprise of the initial FS, or at the very least tip off the attackers and get the calls rolling so players can wall and the fast attack that now gives less time to wall on the overall :)

So why not make wars/kills harder?

How? Allow automatic acceptance of Trade pacts sent from the same tag while the country is getting attacked :)

AKA

Country B of Tag TEST is getting Killed
Country Z of Tag TEST sends a trade pact
Trade pact is accepted automatically

Country Z of Tag TEST sends FA

Bounces/Bounces/Bounces :)

Country B has more time to get online and wall :)


To keep everything Balanced you can just UP UP UP trade pacts expenses, and/or force them so they can only break it after 72 hours.


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Chaoswind Game profile

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Apr 29th 2011, 16:06:03

BURN!!!!
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Chaoswind Game profile

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Apr 29th 2011, 14:21:59

Well

Lets think about this

Admin countries are allowed to check fail Spy Ops on the countries on their tag, so too many fail ops can negate the element of surprise of the initial FS, or at the very least tip off the attackers and get the calls rolling so players can wall earlier.

The fast attack now gives less time to wall on the overall :)

so it kind of evens out... want to make wars harder? Allow automatic acceptance of Trade pacts sent from the same tag while the country is getting attacked :)

AKA

Country B of Tag TEST is getting Killed
Country Z of Tag TEST sends a trade pact
Trade pact is accepted automatically

Country Z of Tag TEST sends FA

Bounces/Bounces/Bounces :)

Country B has more time to get online and wall :)


To keep everything Balanced just UP UP UP trade pacts expenses, and force them so they can only break it after 48 hours.


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Chaoswind Game profile

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Apr 29th 2011, 4:47:36

Topfeed is for techers


Tech gives a little bit more net and most tech won't help you defend your nation
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Chaoswind Game profile

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Apr 29th 2011, 1:18:09

most likely

also 32.5 is NOT good for 4k :p

The earlier you get your bpt the better :)
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Chaoswind Game profile

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Apr 29th 2011, 1:13:59

Phone walling is scary... you could be mistaken as a sex offender... you know looking at your cell phone in that way, screaming "take that fluff" and that massive boner... god most wallers will be in jail by the end of the week :)
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Chaoswind Game profile

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Apr 28th 2011, 22:31:56

If you are teching then +93% of your land should be Labs.... hmmm I wonder if you are playing a low land techer... with is pretty likely :)

GO and GIME CHEAP TECH :)
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Chaoswind Game profile

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Apr 28th 2011, 21:26:58

Love it :)
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Chaoswind Game profile

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Apr 28th 2011, 21:02:25

I like it, but as others have said the Ops one kind of denies FS

so a time delay could be useful, or only when the user gets online.

FA to friends on war times, is something that most have done in the past, and I don't think it would be a great idea to have... (OUTDATED: SO FA appears in News now?)

In the overral all could be bad or good, I guess we will have to try them and see

Maybe testing them on one of the servers first (TEAM) would be the best.

Edited By: Chaoswind on Apr 28th 2011, 21:06:24
See Original Post
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Chaoswind Game profile

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Apr 28th 2011, 20:46:04

Hey the guy can be useful

He actually told me when my explore rate would decrease :) At 4480 acres our exploration rate will go down by one :)

besides that, you shouldn't really listen to him :)

So Paulie what is your general strategy for express?
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Chaoswind Game profile

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Apr 28th 2011, 19:53:47

formula for bpt

should be 5 + (CS/4) (1.40) if you are a Theo

so yours should be

5 + (110/4) = 32.5 so by adding 2 more CS your bpt would increase to 33

and your land is all build, but it takes too long to build up the new land you get, unless you are a Rep/Casher that will do NOTHING but Cash his turns, otherwise I would agree with your allies

also, if you want to know how to be better at this game try to join an alliance :)

http://www.boxcarhosting.net/...ation.php?clanID=Paradigm

Join Paradigm and I'll teach you that silly Theo/mrb strat that people say is advanced and hard.
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Chaoswind Game profile

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Apr 28th 2011, 19:40:19

:o

BPT = Building per turn
aka the earlier you get your bpt up = more turns are saved in the long run

Most CS should be gotten under the first 600 turns.
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Chaoswind Game profile

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Apr 28th 2011, 19:37:52

PDM nets
Imag joins wars

unless things changed in the last few years
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Chaoswind Game profile

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Apr 28th 2011, 1:46:32

Sold
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Chaoswind Game profile

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Apr 27th 2011, 21:34:17

:p

and what did I do to you?

and if you ask your friends to GS/spy you into DR then that isnt fair is it :)
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Chaoswind Game profile

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Apr 26th 2011, 20:08:48

It sounds good :)

I did a LONG post in my mobile and before I could finish the bat died :(

In resume this is my Idea

Using the Actual formulas as a base, we could say that a victory would equal 100% of the results, yet by having certain units as predominant in the attack sent the gains would change in a %10

For Example

Troops:
In a army with 100% troops, the attack would have 10% bonus on certain parts

Troops get +10% Buildings, +5% Bushels, +5% Tech and -10% unbuild land.
Jets get +10% unbuild Land, +10% Cash and -10% Buildings.
Tanks get +10% unbuild land, +5% Buildings and -10% Bushels.

The logic behind these silly numbers (that can be changed for balance issues).

Troops are bad on open terrain without cover (hence the need of ditches in WW1) so their ability to occupy it should be limited, urban areas on the other hand should be easily occupied and far less buildings need to be destroyed, also Troops are able to grab some more technology of the nation they invade.

Jets are good to bomb and control the boundaries of a nation, so is easy to keep control of open terrain, however, urban zones are a whole different matter and can't be controlled by planes alone, so the amount of buildings decreases, also the nation would pay hefty "fines" or tax or whatever to stop the air raids, so cash also gets a bonus.

Tanks are good to attack open terrain and are also nice for urban control and battle, so both get a bonus, on the other hand tanks can't enter "farmland" as the terrain is too soft for them, so that gets decreased.


as you can clearly see Tanks would get better LAND returns than the rest, but that is kind of how things work, just remember WW2 :)

lots of time lost, but whatever most of what I wrote is resumed in here :)


How this would work, well in the offence calcs if more than 55% of the attack points come from troops, then is a troop based attack, and so if is jets or tanks...

If no unit has more than 55%, then is a normal attack with no bonus nor penalties :)
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Chaoswind Game profile

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Apr 25th 2011, 21:24:49

Easy

Get Tank threat (no one will farm you)
GDI pussies will try to hit you, so you go around having 40% more jets than turrets.
Get Rigs for oil (a few) so you can Hit their asses without counting on the market.

Remember Jets in PS are a bigger threat to attackers than 6M turrets, as everyone doesn't want a topfeed :)

I managed to hit back a few times and get a solid gain on the hits made on me, once you start to Retal effectively people will leave you alone... SPECIALLY the GDI idiots, as they would really avoid hitting you a lot if you have Tanks to wreak their game.


However, that only stops farming, you need skill, "Allies" and luck to get top 10 :)
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Chaoswind Game profile

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Apr 25th 2011, 20:40:50

Imag goal is to war and force others to war them.

and By those standards all wars where a victory, no matter the result :)
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Chaoswind Game profile

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Apr 25th 2011, 20:36:22

LMAO

Imag calls MORAL victory all the time :)

aw the good times

<----- used to be in imag
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Chaoswind Game profile

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Apr 25th 2011, 20:33:27

That sucks... I was a lousy stonewaller... never broke the 1500 hits walled per set :(
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Chaoswind Game profile

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Apr 25th 2011, 20:04:30

Hmmm

I am Rusty with the Theo/mbr strats, but hey why not

Who won't be at war next set? NBK or CC? I can't wargain or stonewall effectively with my levels of activity, but with the mobile setup i can surely netgain :) :p
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Chaoswind Game profile

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Apr 25th 2011, 2:49:45

I know, But I saw Akula posted around here, and we trained together and spent quite a while in the same places and fought the same wars :)

I played FFA a few times, but never for long :P
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Chaoswind Game profile

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Apr 25th 2011, 2:25:47

Hmmmm

GDI is just tooo much of a hassle

Big guys can just go and PS smaller nations with almost NO risk

GDI should allow countries that got attacked to do 2 attacks of Any kind on the attacker and block the rest...

Lets see I got attacked a few times and I couldn't hit them back with AB (they had NO tanks), so I had to go 60% Jetter and Retal their asses, but some guys just don't want to waste a lot of money on Jets they won't be using for anything else besides Retals, and having big idiots in GDI with nothing more than Turrets and Jets sounds stupid as well.

GDI should intervene after 2 attacks, in with Case the attacked country under GDI protection can go ALL out on the attacker.

Ok to make myself clearer:

I Bully (#23) PS I Suicide (#43)
I Suicide (#43) ABs I Bully (#23) 2 times, and GDI forces him to stop
I Bully (#23) has 2 options, forget about I Suicide (#43) or go all out on them and rape their ass by declare war (once War is Declared GDI doesn't intervene in THAT fight anymore).

Also IF I Suicide (#43) does 1 AB, then that would be considered a Retal and the problem would end right there (war cannon be Declared)

In short

Small Nations get a FREE punch before GDI kicks in, and that Free Punch could = a Nuke or AB, but is a free Punch

--------------

That would reduce the OMG, I just have Jets and Turrets nations, and force them to buy some SDI to avoid Nukes...

My 2 cents
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