Jump to content

StevieG

Members
  • Posts

    1,335
  • Joined

  • Last visited

Profile Information

  • Gender
    Male

Previous Fields

  • Sanctioned Alliance
    Independent Republic of Orange Nations
  • Nation Name
    Dinglebay
  • Alliance Name
    DOD
  • Resource 1
    Sugar
  • Resource 2
    Spices
  • CN:TE Nation Name
    Amarna
  • CN:TE Alliance Name
    Ordo Paradoxia

Recent Profile Visitors

1,658 profile views

StevieG's Achievements

  1. I guess the key difference is that land and infra never go past a certain point generally in TE. Thus there isn't much more to lose. Still think you are getting fixated over something that isn't really there. Nobody is or was turteling much from my viewpoint, unless they were also inactive perhaps. We've given as many defeat alerts as we have taken, and I took quite a few while actively fighting in the early parts of this round If beat down hard it may happen as a strategy, but times are tough when that is in play. I'd argue this is an irrelevant point to the main issue at hand which is that aid breaks the game and makes the FAC and sending tech "the only" way to play.
  2. "Turtle" mechanics just exist because of the mechanics of the game. You can't stop that without a complete overhaul of the fundamentals of the game. Admin has already removed the ability to avoid blockades. So it has been balanced. And frankly I disagree with that too. The single biggest issue is even thinking that aid is a good thing. Edit; continually having a go at our part time players (fake nations as you call them) won't get you anywhere. They mostly have long standing SE nations, and have been playing this game a lot longer than you. Trades are a part of the game.
  3. I've softened on my stance on aid I guess. Hear me out. Mass tech is crazy this is crazy. Let's not even get into the double standards argument. This is still crazy regardless. The FAC and aid is clearly overpowered. Limiting the max to say 100-200 tech and 10-20m cash would limit the mass tech and maybe even limit everyone just getting FAC because it's clearly OP. You would still easily get people boosting up to 1k 2k tech and there would be ability to send money all around and have that engagement if you so wish. But you are also making it whoever has more resources and nations has the best chance to "win'. The small guy has no chance. 20m is good for helping rebuild people sure, but it can always go up to the top too. What is the point of aid anyways though? Is more engagement really worth more than the downside of pooling of resources? Without any aid, the nation in a 6 man AA still has a fair enough chance, nation to nation against anyone in a massive 20 30 man Alliance. Any amount of Aid, but especially an overpowered system (clearly as everyone has the FAC) and they have no chance.
  4. 1. Terrible and way way out of proportion. DAs have already been increased to 600k. You can lose multiple grounds and be DAd in a single day. Already losing over a million and that's buying and fighting not turteling. Just getting smacked. So imagine actually fighting and then also getting smacked with 12 million 😂 Way to completely go broke! 2. Also bad. Makes it even easier to avoid war and just defend. 3. Is completely dumb. You are creating a bigger fundamental break by trying to make a fix for something that doesn't need it. No DAs till noon. So you can sleep in? Lol that is really crazy and changes the fundamental aspects too much. 4. No. Tech boosting should never be a thing. 5. Perhaps your only reasonable suggestion. But 1000 infra is only 3k ns. 6. Didn't you sell off NS, and then make a long back collect too?
  5. Get rid. You said it was for 1 round didn't you? The idea should not be to allow boosting of select nations in a Tournament environment. This creates an exponentially greater, and unfair advantage to those have more "friends and connections" And there is no way smaller alliances can even compete nation for nation against the bigger Alliances. The only way aid can be of use or benefit to this game is to help broken nations recover. And as such the limits should not be greater than the SE limits. That would severely limit tech boosting (which shouldn't be a thing) However 9mil 6 slots is still 45m, and the ability will remain to cash boost certain nations, again creating the unfair advantage. My suggestion besides removing it entirely, would be only to allow 1 slot of aid only(10 day window), just cash up to 20 25m max. This is purely aimed at helping broken nations. And since it would be a waste of a wonder. Make the wonder free to purchase but still requires a wonder slot. Only the receiver of aid requires the wonder, not the sender. Requiring a wonder for it instead of an improvment means only those who need it will get aid. Not just free money up the line, but more of a parachute package if and when required that doesn't distort the playing field. I don't know if that can be programed and if not, just get rid of it altogether. We can always reroll nations and get them to learn if they screw up and end up broke. Aid didn't bring new people to TE, the tech offer was enough. Maybe up the tech offer for 1m casualties and keep that going forward. Aid isn't needed for us to hit 1 mil either. All this tech boosting reduces casualties in fact. Rounds don't need to be more than 100 days either. Everyone is going to be sick to death of this round by day 100. Additionally change up the awards please. Most popular nation and most land don't really need to exist. (If you keep land get rid of most bills) Another alliance category would be good to replace them. Most destructive war as we have been calling for a while is also just about saving up everything for 1 big war, and then doing damage but also letting yourself take as much damage as possible. Alternatively you can track damage over a round for 1-3 top nations. This still leaves Peak NS Most nuke launches Most bills (that can also be got rid of if you keep the land award. Most destructive nations would replace MDW. Less individual awards and more alliance awards, as well as more fighting awards will promote game play and fighting mid rounds. Rather than the current awards which reward making as much bank as you possibly can. I have been playing this game and leading Alliances a lot longer than anyone else still remaining here. Small alliances and big alliances. I don't need to list them all. A small alliance has 0 chance with any amount of aid allowed. (Besides a parachute 1 slot thingy) That is fundamentally wrong IMO.
  6. While I'm fully supportive of an increase in loot raided offensively, in a lopsided war especially but not only it can come down to a simple equation for some nations. If a defeat alert costs less than losing 3 4 5 grounds, turtling is naturaly encouraged mathematically. Do you want 1 to 1.5m DA penalties to go along with that increased loot?
  7. Increase peace mode to 11 to 15 days. This would give new/small AAs and newer players the ability to get on their feet before being destroyed from day 7. Remove some individual awards and replace with another alliance category award. Most bills, most popular, maybe even most land? Could make way Regarding most destructive war. Instead of total damage from 1 war involving 2 nations. It could be the top 2-3 or even 5 nations to deal the most damage over the whole round. This encourages fighting over a round rather than saving it ALL for the end. It won't diminish a big ending either. Shorten edit resources clock from 7 to 5 days lining up with wonders I might remember a few more.
  8. In order to re invigorate the team dynamic that TE is, I have a suggestion. Grant the ability for Alliances to create some type of Wonder or Monument or whatever you are going to call it. These could include economic benefits or military, spy, infra upkeep or all sorts of other SMALL benefits. There should also be some sort of "wonder clock" on these, and perhaps some sort of "milestones" need to be reached in order to get them. Anything like soldiers lost in war, total tech, total infra, many small milestones could be used. These should also be relatively easy to earn, and any say 10 to 15 man alliance should still be able to reasonably gain the same "bonuses" that a large 30 man AA would get for fairness. So for example; After an Alliance has achieved 1 million soldiers (lost or killed does it matter?) they can then create a "National War Memorial" which gives a small military upkeep bonus say 3-5% and perhaps 3-5% ground odds. Economically? the wonder or project could give a small infra discount on purchase and upkeep. thresholds could be anything like a small total infra or and infra lost/destroyed figure. A small happiness boost could be another. A spying boost is another option. We could have say 3 categories of "Alliance Wonders" and you cant have more than 3, so if you want to change them thats fine. Keep the balance, but give more for alliances to work towards perhaps. Also thank you for the 5 day wonder return @admin
  9. Fancy grafix, Nice DoW. All I've got is John 2:19 And this Most Money Earned $439,737,554 Earned - Black Majic of Yoonyul - Red Team $387,290,028 Earned - Tommy of Koi Land - White Team $385,986,916 Earned - Javier of Tenochtitlan - Red Team $384,995,913 Earned - paul711 of Paulinca - Red Team $384,926,705 Earned - Gandalf of Mithrandir - White Team
  10. How much money do your top nations have compared to Ordo Paradoxia's? You have nearly half a million NS, and you have already pretty much destroyed your target of D1, and its day 23. You are the top dog as you say and you don't have a fair fight available. So, instead of waiting you choose the mass raid option?
  11. Peace has been reached for today on the 16th. Good hard fight everybody!
  12. A few days late but never mind. We declare war on Wolves and DCS, cause why not huh? Again we will carry our same Rules of engagement. What are stats?
×
×
  • Create New...