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firingline

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Posts posted by firingline

  1. Turtling has wrecked the past 5 rounds. OP objectively turtled heavily, and advised others to do the same.

     

    Foreign aid at least made this round somewhat interesting.

     

    There's literally no reason to not at least try to abolish turtling for a round or two and see what happens. Again - I understand you're adamantly opposed because this introduces real, actual competition to the round. You 'solved' the game of TE and found a way to never lose. It can be pretty uncomfortable giving up that security blanket But the only way to keep TE relevant is to make it competitive again, and the only way to make it competitive again is to kill off turtling as a successful strategy.

  2. 1 hour ago, StevieG said:

    Because your only suggestions to "curb turteling" are nonsensical.

     

    No, they make perfect sense. You just don't like them because turtling is a crucial part of OP's strategy. Right now, for OP, it's "Heads I win; Tails you lose." If you're able to win, you win. If you aren't, you turtle and rebuild stronger. That is bonkers, and no other game (including the SE version of CN) works that way.

     

    Again, it's super telling how hard you're fighting these changes. TE is a short round. A temporary thing. There's no reason not to experiment with things, and turtle-nuking is objectively a problem. But you don't want to even consider changing that dynamic, because then you'd have to compete in good faith, and that's just not something you're interested in.

  3. Comrade Armen threw a bit of a tantrum about wanting me to attack him yesterday. What does the cultured CN community think - should he agree to a duel? I'd be willing to let him set the time limit.

     

    Armen — Yesterday at 6:46 PM @firingline why wait til max nukes. What are you scared of
    Armen — Yesterday at 6:50 PM WEAK
    Y u so scared

     

    To add some context, I've provided an intel report from his nation below.

     

    Last Tax Collection: 3/31/2024 5:24:24 PM
    Last Bill Payment: 4/14/2024 3:27:18 PM
    Desired Religion: Christianity
    Desired Government: Capitalist
    Threat Level: Low
    Tax Rate: 30%
    Number of Spies: 800
    Last Nuke Purchase: 9/16/2023 2:12:54 PM
    Last Wonder Purchase: 3/26/2024
    Total Money: $953,463,377
    Technology: 200.40 Levels
    Trade Partners: Queensland, El Dorado, Thuru, NeoNation, Incar
    Secret Aid Sent To: None
    Military XP Ratings: Army XP: 4, Navy XP: 7, Air Force XP: 5, Intelligence XP: 16
    Assigned Generals: Air Force XP Level 410, Army XP Level 71, Intelligence XP Level 84, Navy XP Level 45

  4. On 4/6/2024 at 1:15 PM, Cadlore said:

    Imagine being so clueless that you don't even understand what happened but think you know everything.

     

    Nevermind we already have FL for that. 😆

     

    Bishop laid it out pretty clearly.

     

    Peace was established, then CLAWS broke the peace agreement by nuking.

     

    Seems pretty simple to me.

  5. 2 hours ago, StevieG said:

    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.

     

     

     

    If it's so irrelevant, why are you so adamant that we don't even attempt to curb turtling as a tactic? Seems like it actually is pretty important after all.

  6. 9 hours ago, StevieG said:

    "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.

     

    Turtle mechanics don't exist in SE. SE came before TE.

     

    If the issues were created for TE, they can easily be fixed for TE.

     

  7. 10 hours ago, King Cyan said:

     

     How is it still broken and "profitable" as you say especially now when there's incentive to do the opposite (with the 1 mil casualties + SE tech reward now), the money lost from defeat alerts has risen, and you yourself with your other compatriots have probably done so a few times in the past the very thing you "complain" about now? 

     

    1) You can turtle and hit 1 million casualties quite easily. These are not mutually exclusive concepts.

     

    2) The money from defeat alerts has not risen. It's the same.

     

    3) I'm sure others have turtled - I don't see what that has to do with whether the current mechanics make sense or not.

     

    Can you please try to channel every ounce of energy and discipline you have into addressing the actual issue at hand?

     

     

    Quote

    Further elaboration needed, all we were talking about (and the only relevant action taken by admin) was uncapped vs. capped aid. 

     

    Which exists within the context of a broader set of game mechanics that must be considered as a whole. 

     

  8. 21 hours ago, King Cyan said:

    You know you can shake the game up a whole lot more!  It would also beat having to hear your constant howling around these parts

     

    I've been complaining about the broken mechanics behind turtle-nuking for well over a year. Has nothing to do with this round or the fact that we defeated our competition so thoroughly that they had to abandon any hope of competing with one another, merge into one large functional alliance, and petition admin to kill off our banks while protecting theirs.

     

    It's pretty telling that you resort to ad-hominems rather than discuss the actual issue. Seems like you're basically admitting I'm right here.

     

    I will continue to mention how broken the mechanics are until they aren't broken - win, lose or draw. It's just that simple.

  9. I mean there's no point to any of it right now. It's among the most boring games on earth. The current game mechanics have fatal flaws. The only reason to play at present is the tech bonus. 

     

    Aid at least allows there to be some level of excitement. I'd rather have uncapped aid than another round of turtle-nuking.

     

    Capping aid a bit lower makes more sense, granted, and I agree with that. But not without first taking a look at several major problems: dealing with the use of fake "mule" nations, and profitable turtling. Those loopholes are even more dire threats to an enjoyable, fair round than unlimited aid. It's critical that if we limit foreign aid further, we address the other two major issues preventing a competitive round.

     

    Until admin takes a hard look at game mechanics and how they are abused, TE will continue to languish. Maybe we'll have another round where OP just fights itself because nobody else even bothers to play.

     

  10. 1 hour ago, SirWilliam said:

    Y’all living your best lives rent-free in this donut’s head. And he’s bumping your recruitment thread. Life is good. 🌞 !!


    Oh and fled? You flatter me. I stumbled.

     

    Yeah, darn, I keep bumping it above the last thread that was posted on checks notes Feb. 22nd.

     

    You've got it all figured out, SW! No wonder life is so good!

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