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Johnny Apocalypse

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Posts posted by Johnny Apocalypse

  1. 2 hours ago, Sabcat said:

    GATO are a great alliance 

     

    fixed ;) 

     

    12 hours ago, firingline said:

     

    I didn't leave NATO. I was kicked out.

     

    My recollection is you were put on Pending whilst they were voting on whether or not to kick you out. You weren't aware of a vote but being put on Pending is a clear sign something was afoot so you opted to leave as a result. Anyway it's inconsequential now, what I find funny is the queue of people desperate for sloppy seconds with your nation still exists. You'd think people would be bored of it by now but apparently not and people still love to punch down! 

  2. On 4/13/2024 at 7:10 AM, jerdge said:

    There's no health left here, CN has been great like fifteen years ago, today it's a lost cause.

    (Some individuals can still get something out of it, one can still pursue some goals... but the collective experience is dead - IMO.)

     

    The collective experience will appear dead when viewing from within the Neutral Zone. 

  3. On 4/13/2024 at 2:34 PM, KemMo said:

     

    Thank you! I'm surprised people remember that grudge <_<

     

    I was in Umbrella at the time and remember the two of you guys bonking each other on the head a lot. It was good training for the GOONS really, kept them occupied and entertained. 

     

    But old grudges are old and it wasn't mine to hold anyway. All the best to you on your return to this wasteland, if you look closely enough you'll find pockets of life here and there still.

  4. On 4/11/2024 at 1:55 PM, berbers said:

    So the current uber power grouping is causing more damage to the health of the world than anything a rogue can do in the low tiers.

     

    Then instead or roguing? Perhaps the rogues would be better off figuring out how to change that instead of taking the lazy route of shedding infra; while beating on low tiers who have maybe 1 or 2 wonders compared to their completed collection of them giving a considerable advantage.

     

    It's punching down instead of up, something I've never been fond of (part of the reason why I didn't think it right to continue to pursue FL after our recent incident- it would have been a cheap shot and unnecessary given the end goal had been achieved).

     

    I don't care if it's "fun and for casualties" it's still taking the easy route instead of working out a way to get a decent fight and shake up the balance.

  5. 21 hours ago, berbers said:

     

    I don't think people rogueing out for a bit of fun and casualties, regardless of how long they do it for, is as damaging as having like 80% of the world's NS all huddled together to prevent anything from changing 😕

     

    While I agree that most of the world's NS is preventing anything from changing; I don't think people roguing out for fun and casualties does much to change the former. It may be less damaging in some ways but it certainly doesn't help the small-fries who are trying to grow their nation and have the misfortune of being hit by a rogue because of that rogue's distain for the upper-tier players leading that AA- people that the roguing doesn't affect at all in terms of the wider meta. Just y'know; big shrug and throw some more nations with aid on them.

     

    vfi49iiO-SCYipmIsLxAaJSpMfI=.gif

     

    1 hour ago, Canik said:


    &#33;@#&#036;@#&#036; well said, Berbs :D

     

    Oh lord when did you get back?

  6. On 3/30/2024 at 11:01 PM, firingline said:

     

    They absolutely do not.

     

    The turtling mechanics I describe allow you to turtle for a round or two of war and rebuild stronger afterwards. You can't do that in SE.

     

    Then there's yr problem; it isn't turtling as we SE folk see it. Rebrand it; call it something else. It's an identity problem and while 'turtling' closest reflects the behaviour? It isn't what you're describing as far as we've come to understand what that term means.

  7. On 3/25/2024 at 10:02 PM, firingline said:

     

    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.

     

     

    they kinda do, tech heavy nations with 1k infra to rebuy nukes and fire at people with lots of infra and no tech, usually while that person is fighting someone else.

     

    people in SE always turtle when they have to, i guess that's the difference between the two.

  8. pnB23Cq.png

    Attention Duped Masses, unshut your eyes and silence your chattering gobs;

    The Stallion is talking.

     

    Well this has been a fun returning voyage that we missionaries of Boognih have found leading us back to this planet once more. I had almost forgotten how much more insanely pedantic lifeforms on this world can be whencompared to the other planet in our Solar System,, Myself and the other Cultists sure have missed watching and participating in the inummerable ways of saying "No U" to make it sounds more nuanced and very difficult to comprehend. The one difficult thing to comprehend for us has been how long it's been since someone has opted to jump on our heads from a great height!

     

    However as we find ourself a the halfway point for the planet's lifecycle; Wes we've decided that we're done with that part now and when the pedantry resembles a pagentary it's time to give it a rest. So we move on to pursuing a course of action which no one should struggle to understand and likely has long expected this decision with the battlefield pitched as being 3 alliances vs 1 alliance. We Cultists find ourselves in a truly new position; where everyone is too busy rebuilding from a previous attack/launching a fresh one against a less than fresh opponent or trying to bark loud enough to scare away a small platoon of men on horseback chasing what is clearly a pack of wounded animals. Not the most sportsman type of hunt for us, whatever floats everyone's boat I guess?

     

    By the grace and eternal wisdom of Dread Pirate Boognish; the cosmic Browner of all meats and destructor of fleets. The proud zeolots of the Boognish Cult hereby engage in another round of hostilities against the horde of unwashed residents of this planet, that we do this always with a baffling display of our love and kndness we feel for you all. Who we hope to convert to our ways and join us among the stars when this all ends as it always has done and will continue to do so.

     

    Boognish Cult dedicate this next round of fresh bullets, shells and other fiery forms of death forged in our compound for every living human on Planet Steve, one and all.

     

    • To the Knights we dedicate a batch of heat-seeking artillery rounds aimed at the inferior Stallion doppelgangers for their shameless and unchilvalrous assault on the badly mauled puppies before they had been to see the vets. Had you swung at both the wounded animals and the much healthier look platypus it might be a bit more impressive. However we thank you for the mutual act of scratching each other's trade circle itches when we could both ignore them no longer.
    • To Ordo Paradoxia, we gift you our hellfire in the form of our incendiary 12 Gauge Carrtridges. Seemingly a nonsensical way to thank a group who has provided assistance to the cult- oddly paradoxical you might asy. However we know that you are not yet true believers to our cause. Perhaps you never will be, which is all the more reason to shoot a few of these rounds at you weird Platypu-looking folks. As a group who seems to have a much longer history with the Wolves; we do not doubt you understand why we seek to exchange shots with someone else for a change.
    • And for the last and of course least beast? To Alpha Wolves;  for you we dedicate some of the leftover 9mm rounds we found n a cache buried in the rubble of the east facing wall of the compound from our last skirmish. We hope it will remind you of a better times earlier on this round when did a better job playing the victim than you presently do as the victim. We pray that as you remain in your now weakened state; Boognish sees fit to bless you with his mercy and that is is known we zealots can pull the trigger all by ourselves (and yes we know a number of us has self-inflicted bullet wounds; we're zealots running around in robes rather than body armor)

     

             Let the bodies hit the floor everyone! o7

    Lots of love,

    Pandy and the Gang.

     

    ,

  9. You were frothing at the mouth about aid caps being re-instated for starters. Your suggestions have been bad because they are so clearly laden with your own bias and you aren't being impartial.

     

    I think if you are a nation in position to be able to send foreign aid then 2k shouldn't be an issue to maintain. It makes no sense that a nation with very limited infrastructure would be in a position to send foreign aid to another. It solves the issue you consider widespread with "non-participating banks" by forcing them to participate to defend their nations and not turtle if they want to send aid out. For a real world example; North Korea doesn't send out foreign aid because they barely have the infrastructure to support their own nation. If this is a nation simulator then it stands to reason that to send foreign aid your nation must be in a fit position to do so, no?

     

    Again; didn't say admin couldn't figure it out, I question whether or not admin can be bothered with idoing it. If he can then great; if he can't then I'm not going to lose any sleep over it.

     

    "Just blocking" selling below 1k is too extreme. Why stop there, why not block selling infra altogether? Making it so a nation's economy cannot sustain 1k infra before selling it off is what could logically be done to prevent bill-lock, rather than turtle. By blocking the sale of infra from 1k you might see turtling come about in the form of getting another alliance to smash their infra right down so they can turtle without selling it. This would still be a possibility even with my suggestion linking the sale of infra to the total upkeep cost, which hopefully should demonstrate why the idea isn't a means of preventing turtling as there will always be a workaround for those tenacious enough to pursue it as a strategy.

     

    Turtling shouldn't be profitable,  I'm not disputing that. Turtling is something you do when you are trying to mitigate damage done and financial losses from a war where you are outgunned. It is profitable only in the sense that it stops you losing too much, which is the proper use of the strategy in my experience. Turtling has only become literally profitable this round because of the extreme amount of cash and tech that can be sent as aid. That's why I suggested making it so you need to meet certain requirements to get full use of the aid mechanic. 

     

    My point is that whatever suggestion is made and potentially implemented to stop turtling will inevitably mean someone finds a work around to compensate it. By imposing a rule where you cannot ever sell below 1k infra actually limits the ability of anyone to shrink down and whack some turtles. It's cutting your nose off to spite your face.

     

    Oh and as to your question about naming a game where turtling? It happens routinely over in Torn City where it is beneficial to hiding the trenches for a while if severely outnumbered until the opponent blinks long enough to take the opening and return fire on more beneficial terms to you. However the dynamic for strategy in that game is much more real-time whereas here it's more turn-based. Evading pursuit from your opponents takes on many forms in other games beyond CN, trying to remove this strategy entirely is a fools-errand. The best you can hope for is mitigating the extent of it being carried out without penalising those who might need to adopt the strategy for a legitimate reason.

  10. @firingline No I'm disagreeing with them because they're bad suggestions, my opinion of you has no bearing on it. A bad idea is a bad idea, you haven't presented any good ideas to set the precedent that you are capable of having good ideas that don't come across as being obviously working to your favour/the detriment of someone else. Admin isn't an idiot and can spot this a mile off.

     

    Some different takes;

    • Keep aid but nerf the maximum amount to x1.5-x2 the amount possible to send in SE. Keep the 14 day age requirement for sending/receiving aid. 
    • Owning a FAC unlocks sending/receiving aid, requires 2k infra and a Foreign Ministry to be maintained so it can utilised for sending and receiving aid- can only receive aid if destroyed below 2k infra after purchasing the FAC. If infra is sold below 2k after purchase then the player cannot send or receive aid until they buy back to the 2k minimum.
    • Buying a DRA increases the amount you are able to send/receive provided the other nation also has one (pick a multiplier), requires a Foreign Ministry, FAC and 3k infra to purchase.
    • Stop people buying more infra after they declare a war to mitigate some element of down-declares. You have to at least agree with the fact it's kinda absurd that someone can hit you at zero NS and just buy all the infra they'll need to instantly anarchy you? There is a minimum and maxiumum perccentage of your NS bracket that allows for wars to be declared for a reason. The fact that this can be ignored by declaring first and buying up afterwards kinda negates the purpose of it. Removing one of the factors that necessitates turtling as a legitimate strategy (because it is a perfectly valid strategy in scenarios where you are outgunned and are being punched down on) It is a step in the right direction. Perhaps smaller steps in the right rdirection are worth considering instead of removing limitations and making drastic leaps. If there's a lesson to take away from this round, this seems like a solid one to keep in mind.
    • Conversely; prevent people selling less than 1k infra after exceeding this amount, provided they have the money on hand to pay for the upkeep for x amount of days total infra bills at 1k. This will not stop people turtling outright if their infra is destroyed below 1k in a war. Making the distinction between the selling infra and having infra destroyed is important here for reasons that should be obvious. It would also encourage opponents to take a more controlled approach to demolition to prevent their opponent from turtling instead of going for the overkill curbstomp route without thinking first and getting frustrated that their opponent isn't getting back up.
    • Add Spy Operation that involves Sabotaging Foreign Ministries that destroys a portion of aid sent; the victim is not made aware of this operation until the next time they send aid with the exception of secret aid (this is more of a suggestion for something to compliment the aid mechanic within TE so it's not just a copy of how it functions in SE)

     

     

    You can argue the case for an "anti-turtle mechanic" but it also does fall to the players to see what we can do about a strategic hurdle ourselves too. Getting angry at the sky hasn't changed much about CN for the near 20 years it's been up, call me cynical but I don't expect that to change.

  11. 14 hours ago, firingline said:

     

    The most fundamental change (of amount of cash destroyed) is a simple value edit.

     

    I'm sure Kevin can figure that much out. He's not an idiot.

     

     

    There are already anti-turtling mechanics in SE. The cost of infra combined with higher DA levels makes it impossible to pull off what you can in TE. This is a TE-only problem. Admin made some tweaks with the intent of making rebuild easier, not with the intent of turtle-nuking. A few tweaks can continue to accomplish Admin's likely original intent while solving a loophole that makes the game incredibly boring.

     

     

    Please resist the urge to use this weak-ass bait in what is supposed to be a good-faith conversation about game mechanics. I know we pointed out how irrelevant you and your alliance are - you're going to need to get over it and find a way to move on.

     

     

    It's hard to understand your point here.

     

    TE has very real mechanics issues that have been exploited by one alliance in particular for several rounds, to the point that players openly say the game is no fun. Closing a few loopholes would make an improvement here. Besides disliking the person making the suggestions, and saying "nothing can change admin is too dumb to pull that off", what other arguments do you have?

     

    Oh so you do understand code now or is someone handing you notes under the table? I didn't say admin was an idiot; I said a lot of the math behind the code is decades old and by his own admission isn't something he recalls with 100% accuracy.  So yeah it'd take likely require some value changes, perhaps you could outline what those changes would look like and to which variable(s) with a draft of code demonstrating this. Who knows, maybe showing the community and admin what you mean might yield better results than your incessant whining about it.

     

    The bolded parts are some examples of why "a good-faith conversation" isn't something you're capable of having. You either put words in people's mouths or you outright lie loudly enough to drown other people out. The only people who have openly said the game is no fun have been from AW and more specifically you at considerable length.

     

    I gave one suggestion which you have (as usual) overlooked that I think would be a means of working towards a fix for an issue; preventing people from declaring on someone with 100 infra from buying more infra than they had at the time of declaring their war. It would stop gratuitous down-declares (regardless of which alliance does them) and would be a step in the right direction to prevent turtling. It would also help you prove your case that OP aggressively turtle against opponents regardless of the odds because I haven't played TE for about two years and OP only existed as an alliance no larger than BC were at that time, so you'll have to forgive my skepticism towards your position. If you want me and other players outside of AW to see beyond the bias' at play with where you are coming from? Maybe try winning over the people who have been otherwise unfamiliar with how this side of CN has been instead of knee-jerk responding with a "JA BADMAN" mindset. Because I don't see any reason to believe what you're saying as being credible otherwise, nor any potential for a "good-faith conversation" with you.

     

    You won't engage with StevieG's counter-argument without dismissing it entirely, you won't engage with mine. Why should anyone bother with yours?

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