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Instr

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Everything posted by Instr

  1. There's other reasons for Admin to shut down TE, of course.
  2. First, let me remind everyone that I am distinctly of the opinion that this is not the last round. I don't think it's appropriate to list my reasons for suspecting this, but I feel that it is very likely that there will be a round after this and considering this it would be useful to make observations regarding the round format and the nature of the round. The first observation I'll make is that flag running is what ruins TE. I told Clash this in Round 13, when Clash let Methax go, letting him pull off a victorious back collect, but flag running is fundamentally destructive to TE. The reasons are as follows: first, flag runners are here for an objective, not for the fun of the game, and a dedicated flag running organization is much less likely to be persistent. For instance, did the Kronos people stay after they bagged their flag? How about the Gre people? MK-Umb only flag ran when they could win, then joined other alliances when the objective was gone. And for the alliance itself, and the tactics flag running organizations require (roguery, war dodging, political isolationism, curbstomps), these are not sustainable to the members. People need to be dragooned in to work, and many of them leave, instead of persisting for round after round, simply because flag running and flag running tactics are not fun; it's work. Second, this round has been a bit cruel in nature. There have been many irregular wars and attempts at abnormal gameplay modes, yet virtually no alliances have stepped up to intervene. Consider the stomp on OP at the start of the round, the preemptive and repeated attacks on Citadel, certain alliances' constant choice of easy wars, and the fact that no one has opted to intervene over any of these. Since the difficulty of flag running has been significantly reduced, more alliances are now oriented towards flag running, and the costs of a "friendly intervention" as opposed to just sitting around and hoping someone else will deal with the problem mean that weird wars and odd wars will not see their white knights. === And as to a point for this post, let me say that there is no point and that's it for now. Just a few observations, which can be disputed, to be followed with others with no conclusion.
  3. Gutsy attack this time; it's a 33% updeclare by infra, but on the other hand, you have nothing to lose.
  4. Sabotage IRS Proficiency (New tax rate randomly produced, 1-5% lower than old tax rate, low limit of 23%) = $10,000 + (20 x enemy nation strength x enemy number of days inactive) [Defender required to collect taxes to change] I'm guessing it's this issue. LOL
  5. http://tournament.cybernations.net/nation_drill_display.asp?Nation_ID=1000138 Something is wrong with my nation right now and my cash is disappearing faster than should be possible. I had ** million just after update, and without buying any infra or any special items, I lost 13m for some reason. Can someone please check the game logs to show what's happening? I bought 8 cruisers, 8 cruise missiles, and launched / lost no air attacks. I bought 5 GCs, 5 barracks, and 5 labor camps, and did not collect. I only suffered a gather intel and a defcon swap spy attack.
  6. Adieu, Panz. Good luck with whatever else you decide to do with your life.
  7. On the next episode of ... MK-Umbrella cancellation! Doomhouse disbands!
  8. They're pretty much on schedule to have 50% of their alliance delete by May 25th, just as expected. ::shrugs::
  9. 3) State of Unified Nations 28 26 330,631 11,808 24.13 0 66,094 7,975 186 11) Goodfellas 16 13 189,486 11,843 13.81 2 30,534 4,728 117 17) Terran Dawn 15 12 137,975 9,198 11.62 3 26,918 3,916 39 156 nukes vs 185, 57452 infra vs 66094, 327461 NS vs 330631. It's a bit of a downdeclare for an alliance that's been in a real war only once this round against an alliance in internal turmoil and a rump alliance. Good luck to all combatants and enjoy your war.
  10. Those are good reasons to stick to 90 day rounds without alternation, however. If people take rounds off, they're likely to not come back. :(
  11. NS has a strict no-cheating rule and I'd consider this spy slot filling. Get the fuck out of our war, please.
  12. Bets on whether WAPA will just hide in a corner and not declare?
  13. SOADC8: So this is an 88-day round and I shouldn't expect anything else?
  14. The round started on 3/18. +9, including the 18th, gives you day 10 as the 27th. March 31st is then Day 14. There are 30 days in april, so April 30th is day 44. There are 31 days in May, so May 31st is day 75. June 15th then should be day 90. The reset date is on June 14th. That implies that the last day is day 88. Is this correct, or am I missing something?
  15. Hi, we've agreed on peace with NDO at update and orders have been sent to all NS personnel to finish attacks tonight and peace out. In other news, I'm going on vacation on the 28th, and while I'll be around, I won't be fully active, I've announced my desire to merge into a friend's alliance, and we're finally moving to the intended collective government, so, Hades and Nocturne Solaris are merging, effective this update, to the alliance Nocturne Solaris. Additional executive government members will be Hapapapa (Hapapants in SE) and Lord Hershey. Hades will be protected for 5 days while the merger is underway, then, whoever is left, please turn off the lights!
  16. I've talked to Professor, and I'm sure Road Rash would agree as well, but we're peacing out at update instead.
  17. Peace has been agreed upon for the 25th.
  18. I like both combatants, so I don't know who to root for. ODN wins, TFK loses, TFK wins, ODN loses, it's a tie, both sides lose. :(
  19. Well, one of the problems I've had this round is that it's been hard to recruit and maintain players activity and interest. The commitment you need to get people to hang around for 90 days is very high, and this is one of the reasons population is declining in TE, hanging around for 90 days is a bit much for many people. On the other hand, 90 day rounds tend to have richer and more vibrant politics and warfighting than 60 day rounds, so perhaps it would be better to put in some variety in round length and require that people vary their strategies and tactics. If it were up to me, I'd do it this way: Summer: 90 day round, starting from mid-June and ending in Mid-September. Fall: 60 day round, starting from mid-September and ending in Mid-November. Winter, 60 day round, starting from Mid-November and ending in Mid-January. Winter-Spring: 90 day round, starting from Mid-January and ending in Mid-April. Spring: 60 day round, starting from Mid-April and ending in mid-June. It would be nice to have some 60 day rounds this summer, true, but TE needs to observe and respect seasonal patterns; for example, players have more time and are more able to make commitments in Summer and Winter, whereas in the fall many players are going back to school and increasing workloads and adjustments may make 90 days impossible for them to last all round.
  20. Thanks for the advice, Skaro. I've just failed a negotiation with NDO and we've agreed to level NDO. In the future, never, ever, ever take it easy on an alliance; it just doesn't work.
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