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Author Topic: Round 24. Tactics.  (Read 1004 times)
Loneson
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« Reply #30 on: March 07, 2010, 09:16:55 PM »
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Same here nasty. I'd rather have a strong, dedicated player base. Once we get the numbers we want, we can add some complexity because we already have people liking the game.
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nastydog
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« Reply #31 on: March 09, 2010, 05:12:15 PM »
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Same here nasty. I'd rather have a strong, dedicated player base. Once we get the numbers we want, we can add some complexity because we already have people liking the game.

this is true wufey should listen to all this. he even has said somethign along the lines in recent news but yet will complex that isnt needed be taken out? or left and wait till next round to fill more in? only time can tell i know one thing, player numbers are starting to make me to play less, should elders want to play less because the game cant pull more players in it? speak to you all again in about a week i guess
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nicholson1
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« Reply #32 on: March 14, 2010, 05:41:50 AM »
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was area bonuses mixed?
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JasonSky
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« Reply #33 on: March 15, 2010, 02:21:47 AM »
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its seems to me you guys are being too negative and critical about the new system

you could make the argument to start raising some of the implemented caps

it seems that at the top levels there should be some more seperation to me
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Loneson
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« Reply #34 on: March 17, 2010, 07:48:06 AM »
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its seems to me you guys are being too negative and critical about the new system

you could make the argument to start raising some of the implemented caps

it seems that at the top levels there should be some more seperation to me

Yes, you may be right that the top levels need separation, but in the process of doing that, we alienate newer players who either can't comprehend the system or do not feel like putting in the effort to learn it. This game has a steep learning curve, even with the newbie clans now in existance. We should first work on gaining a larger player base, that way we have more opinions then just the same 5 or 6 who have set stances agaisnt certain things.
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smidsy
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« Reply #35 on: March 18, 2010, 04:00:19 AM »
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are we still changing the dragon?
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yes i know my "o" dosent wrk very well...
wufeylong
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« Reply #36 on: March 18, 2010, 07:46:28 AM »
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Done. Anything else we talked about that needs quick adjustment before things really get under way?
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nastydog
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« Reply #37 on: March 18, 2010, 07:20:57 PM »
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Done. Anything else we talked about that needs quick adjustment before things really get under way?

bc trades for motherships?
didnt we talk about the ships with very high defence?
not sure what else?

wasnt the clan bank thing ment to kick in? if not i dont know
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JasonSky
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« Reply #38 on: March 18, 2010, 10:33:51 PM »
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were BC deals for destroyers added ?
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nicholson1
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« Reply #39 on: March 19, 2010, 08:26:01 PM »
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how many ticks is this round?
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nastydog
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« Reply #40 on: March 20, 2010, 05:23:48 PM »
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i see a mothership in trade thought it was to be delayed or taken out?
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nastydog
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« Reply #41 on: March 23, 2010, 06:21:53 PM »
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Rethinking readiness, it might be more like this: lose 2% per attack, lose 10% per tick away from base, gain 5% per tick at base, defenders readiness is the average percent of all armies.

this wasnt the case, also the fact you can get mother ships from tick 152 means they wufey you started a round without sorting them two things? most people are asking each other if it was correct to trade bc for the motherships, others thought destroyers will pop up. it gets to the point waiting for some things in this game seems pointless, i mailed about issues from when i moved, i got nothing back, if i was a new player i would want the res lost the crystals and a reply for customer care. we need to focus on the players here not add new stuff every round so only the exp can play.

also we need to raise the bc useage, if rounds are longer 300 needs to change, more money for the game there wufey.
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wufeylong
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« Reply #42 on: March 24, 2010, 07:41:45 AM »
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I thought the mothership deals were removed. They should be gone now. The only new thing added this round was readiness, other than that, just tweeks and bug fixes. I agree we need to focus on the players, that is, making it easier for people to learn the game. If you want to help with that, perhaps help by updating the wikimanual and posting info, tips, advise to help the new players?
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Loneson
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« Reply #43 on: March 24, 2010, 08:50:54 AM »
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Wufey, to also help newer players, we have to stop changing the game as well. Readiness has completely changed the way attacking is done in the game. Most people in today's society don't like to sit around and mine. Mankind has a tendency to lean towards violence. So why complicate the war part of minewars more?
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nastydog
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« Reply #44 on: March 25, 2010, 05:34:27 PM »
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Wufey, to also help newer players, we have to stop changing the game as well. Readiness has completely changed the way attacking is done in the game. Most people in today's society don't like to sit around and mine. Mankind has a tendency to lean towards violence. So why complicate the war part of minewars more?

stands behind loneson with a sign of protest! i agree

Rethinking readiness, it might be more like this: lose 2% per attack, lose 10% per tick away from base, gain 5% per tick at base, defenders readiness is the average percent of all armies.
[/b]

so forgive me if im wrong, but why am i losing 5% per attacks which means seige and all them seem less effective now. but still we need it lower like you said, and a better way to raise it. or simple answer remove?
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***DEFEAT YOUR ENEMYS WITH SUCCESS***but there can be ony 10. can you be one?

apex-we excell through teamwork
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