I think the peak is closer to 31% than 69%. I believe his point was that because sets are longer and we encourage countries to hold more military, government switch costs should be slower to increase to keep all things even. I made the same argument a few months ago.
Can anyone even think of a good reason that the switching costs aren't flat?
Was that in the old game? I honestly cannot remember. I can't imagine it being very useful with a 200 result limit, but it would be fairly simple to implement.
Martian and I did design the formula and there are parameters that we can adjust, but we're still trying to figure out the best way to alleviate the frustration and still keep the act of spying roughly balanced.
I think that next set we'll be slightly increasing the daily number of ops in tourney if that helps.
features would you guys like to see on that page? I've seen posts about tagging up multiple countries at once. Is there anything else?
The change I made was allowing dead countries to be logged in once so you can check the news. Countries will not be moved into the "Show Dead Countries" section until the player views the kill message. Might be useful for a few people.
I very much doubt that your particular style of play will be affected by the first change, though it's nice to see that you're passionate about how you play. I suggest waiting until you actually play with the changes before making your mind up.
Hm, I'm not sure how to explain this to you. There's really nothing to "pull off".
-There's no motive.
-Countries have far more military, more spies, and less stock.
-It's harder to find the "top ten countries".
-You only get 80 turns to work with.
-The countries you hit will hit you back the next day.
-The market is a lot thinner.
It's simply not a problem. If you want to solve political problems on one or two servers then say so, but it's not honest to say that the same problem exists on all six servers equally.
I have to take issue with most of what you said. Stocking stealing doesn't happen on a large scale in primary, express, and tourney. The environment and server specific rules make it very difficult to pull off. There also isn't any kind of motive.
In team and FFA alliances can sign pacts if they wish.
boo. seriously boo. Where are the anti-suiciding measures that were promised? #1 is a weak attempt at suicide prevention, it only affects small untagged suiciders and not rogue alliance members. Ah well you can't make everyone happy but I'm not happy with these changes...
Rouge alliance members can be handled between the involved alliances. Nearly all alliances have clauses in their pacts for that exact situation.
This will be my last post on this thread about this lest i get called out for flaming, but whether you all notice it or want to believe it, this game is being more and more skewed towards a 'Netter Friendly' type of game.
This game is supposed to be about war/diplomacy and the such,not about being able to sit on 100k acres with minimal defense knowing you probably can't be attacked.
May as well rename it 'Wall Street' and give it a new directive.
1,2, and 4 facilitate killing. How does that make the game more "netter friendly"?