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Soxirella

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  • Leader Name
    Soxirella
  • Nation Name
    Jusmania
  • Nation ID
    26795

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  1. While this makes sense in theory, in practice most people are going to just ignore the warning and click the button without reading. It's just human nature.
  2. The player is free to choose their strategy. Either they can suffer less loss and inflict more damage to their current opponents (by fortifying), or suffer more damage by getting beiged, so they can rebuild better and inflict more damage in the next round.
  3. No. Because VM is putting your nation in a mode that people cannot do any damage and you don't play for two weeks. Switching to beige will initiate beige loot and infra destruction, and at a higher level compared to normal beige. As per my proposal, you can also only switch to beige, if you are in a war where your resistance is below 40. I am open to a different number such as 30 or 25. The idea is to essentially surrender and start rebuilding and avoid being in zero military forever. Instead of considering a single war's resistance, we can also consider average or median defensive resistance, so the aggressors can sort of delay a player switching to beige and to avoid players from running into beige very fast. It'd be a productive discussion, if you share WHY as opposed to making statements without any backing. Perhaps you may have misunderstood the suggestion, but it is essentially a surrender. So I am not sure why you think "Surrender" is better than what was originally proposed.
  4. Pretty sure this is going to be extremely controversial/disliked, but @Alex here is a suggestion to give dogpiled nations some ability to bounce back. Currently: 1) If a player is dogpiled, they loose a third of their planes, or more, and cannot really fight back three wars. 2) While the beige system is there to allow a loosing player to rebuild and comeback, it can be avoided by not beiging or by staggered beiging 3) When a player comes out of beige, there are 100 others waiting to snipe, and they continue to get dogpiled My suggestion is to: 1) Increase number of days in beige, up to a max of eight days 2) Allow players to switch to beige on their own By increasing Beige time, a player gets 2-3 extra days, after a full rebuy, to wait and co-ordinate a counter with two other of his alliance mates. A player can be allowed to switch to beige, if they have a war where they have fewer than 50 or 40 resistance. Doing so would immediately loose all their wars, and they can be made to loose a couple of percentage more in the loot and infra. However, they will not be in a never ending zero military situation, and could possible time their beige with mates who they intend to counter with. Now some people will say, do Politics part of the game right and avoid getting dogpiled. To them I say: 1) Every single alliance has been dogpiled at some point, or will most likely be so in the future. 2) Everyone can agree that it is ridiculously impossible to comeback, when dogpiled. 2) There will still be a 100 players waiting for people to come out of beige and the three opponents countering may only get an extra day's worth of hits in. However, not only do they get to do some co-ordination to make a small impact countering, it also gives hope to the alliance as a whole. It increases the probability of organising an alliance wide, co-ordinated counter.
  5. There also needs to be a way for dogpiled nations to be able to stage a comeback. Right now, whichever alliance declares first, most likely ends up winning the overall war. Once dogpiled, it's near impossible to stage a comeback. Especially when, from round two-three, there are 100 people waiting for 10 to come out of beige.
  6. https://politicsandwar.com/nation/unique/id=332693
  7. Agreed, but it's still something that the player has to do, instead of the information being readily available.
  8. When we look at a list of wars in the 'Wars' page, we can see how many MAPs our opponents have. In my opinion, this should be privileged information, and should not be visible to the opponents, unless perhaps if they do a Spy attack. Knowing how many points the opponent has may allow the opponent to strategise accordingly and be more alert. Not showing that adds an element of uncertainty.
  9. I had to genuinely be away from the game, without internet, for 10-11 days. Earlier, for such short time, I'd just beef up military and let my nation be as is. However, with the change to reducing number of days to get into inactivity mode, I had to essentially force myself into VM. Now that I am back, and with so many changes to the game while I was away, I genuinely have to wait 3-4 days before I can do anything. Since people running into VM during war can continue to be attacked, and due to the above reasons, I suggest we reduce the minimum time for VM to either seven or ten days, or let us come out sooner, manually.
  10. I was going through our alliance bank transactions and although this is a bit old, it's worth a mention. As seen in the image below, our alliance member beiged two different players from two different alliances, but it has recorded beige loot as being sent from our bank. I believe beige loot entries are only made in the loosing alliance. Our member was always in our alliance during the previous global war, if not since forever. There was also a bank loot on 31-01-2020 18:53:00 against Potetland. This player was an applicant, but I did notice another thread reporting this bug already.
  11. @Alex you already have simulators for individual wars and stuff. Why don't you write a script that simulates a war between two alliances. One with ten 30 city nations and the other with twenty 10 city nations. See how many turns it takes got the latter to annihilated. Then increase the latter's city per nation to 11 and see the difference, and so on. Once you are satisfied with how soon the higher city nations can down declare and destroy others, use ratios to adjust the score. So, if you are happy with the outcome at 14 cities per nation of the 20 nation alliance, the city score to use for nation score would be: 50 * 14/10 = 70. Also, like others have mentioned, it'd be best to do one change at a time to see the effects of that change alone. No more than one game changing changes at the same time.
  12. Ideally, we should have so many projects that a player needs to think about which project they may want to buy. With many players easily having 25-30 cities, they are able to buy pretty much all the useful projects. I propose two suggestions: 1) The more projects a player has, the more expensive the infra requirement should be. Let's make the infra requirement for the first project be 2,000, the second be 4,000, then 6,000, then 7,000, then 8,000 and so on... so the future projects are incrementally more difficult to buy 2) Let's get more projects such as, the ability to hoard a certain amount of resources/money (upgradable based on level), that cannot be raided by an attacker, the ability to reduce military expenses, research facility to improve econ / military / etc., secret nuke facility to prevent spying of a certain number of nukes, etc. Thus not every player will have the same set of projects and there may be more strategic element into the game.
  13. Firstly, if the below proposal is too much, then I have a simple suggestion request to allow players, who have twice, or more, as many defensive wars than offensive, be able to buy back planes at the rate of 100% in three days, instead of six. Things like the inability to rebuy all troops in one go are intended to make the game more realistic, but how realistic is it to be able to attack all the cities of a country in one go, especially where there are 15-20+ cities. Since military destroys infra/improvement of one particular city only, I propose only the military units of those respective cities, or a similar number like troops from three cities, attack each other. So, if the attacker is attacking from a city with 4 air force bases, and attacking a city with 5 air force bases, then it will be a battle of 72 planes v/s 90, and a maximum of 90 planes can get destroyed on either side. We could also set it to troops from any/chosen three cities v/s troops from any/chosen three cities. Right now if three offensive people attack one defensive guy, then the defender looses more than half their air force. With this suggestion, they may have some capability to fight back. Some of their cities may be war torn, but then they may be able to make a come back using their others. The strategies in fighting also increases using this suggestion. Instead of capping military units to 5/3 each, we can put an overall military cap of 18, with an individual unity type cap of 8, so the number of defenders/attackers may differ. We can also introduce changes to turns - Instead of 4 turns per attack and 10/12 resistance lost via air / naval attacks, we can make it 2 turns per attack and 5 / 6 turns lost, so there are more attacks and possible outcomes to the war. We can also make it such that, if you attack from a city then you won't be able to use that city in the next attack, for the same unit type attack. In order to not just make it a numbers game, we can introduce a Research project, where the players can sink more funds into improving the military in each of their cities or overall. One common aversion to this idea I forsee is people saying that people who loose wars should have been more careful and diplomatic, etc., but I am pretty sure most if not all alliances have been on the defensive (outnumbered) side of a war. Once an alliance is outnumbered, it is extremely rare, if not impossible to make a come back. We have all been there and this would benefit everyone. The other suggestion I'd also like to add, but am not particular, is to put a cap on amount raided from individual GAs, lower the alliance loot % slightly, and put a cap on amount and frequency alliance transfers, not deposits, to non-alliance destinations. This should encourage people to keep the amount in their own nation like a proper war chest, and may reduce need for off shore banking.
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