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Roman
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Fri Jun 24, 2011 3:45 pm |
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Joined: Sun May 31, 2009 7:41 pm Posts: 180 Location: dead
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kenny123113 wrote: In my opinion, you should just increase the mana cap from 500 to around 700-1000. Yes, and that whole sub-alliance of 12 gets that many more Ions to save up. 500 is fine. blolel wrote: This is not balancing the gameplay or making it more interesting, its making it more expensive. It makes it harder for non-supporters to play at a competitive level, between upkeep, the ridiculous amount of energy you get per tick and the now reduced income from conquers it is harder to get to the top ranks without boosting. It also makes it harder for supporters since we have to spend more money because of lowered income and increased costs.
Actually, it would make the income gap between the rich and the poor smaller, not larger. To be honest, I don't think you realize how easy it is to get top 30 without spending more than 800 blue tokens. Or your own argument, for that matter... blolel wrote: It makes it harder for non-supporters to play ... It also makes it harder for supporters
Not sure what your point is there. blolel wrote: Tell me, what is the point of lowering the spoils of war?? how does that make the game more interesting? or balanced?? it only makes it more expensive and slower to rebuild since the metal income from conquers has been reduced.
It is tried and tested that is easier to defend against an attack than to win one. In big battles, the defending team gets the Spoils of Wars to quickly replenish their lost units on an already lowered overhead, close to home. Nerfing the amount of SoW they get will help to balance this, but it will hardly be noticeable. blolel wrote: So, the main income source will now be resource OPs that never delete or rebel?? well, that is boring! What you have to do is find more efficient ways to detect multies
That will actually make the game more competitive as there will be less farming for conquers and more Alliance vs Alliance fighting over Resource Outposts. Furthermore, I don't think you understand the time and effort it takes to accurately find multies. Please don't antagonize the game-devs with rash demands ![Wink ;)](./images/smilies/icon_e_wink.gif) I will wait on a definition of "Ion abuse" before I make any new arguments.
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mfreak
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Fri Jun 24, 2011 4:11 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: So, the main income source will now be resource OPs that never delete or rebel?? well, that is boring! What you have to do is find more efficient ways to detect multies Its not boring. Resource Ops are the most important. Quote: I will wait on a definition of "Ion abuse" before I make any new arguments. Nothing like Ion abuse. Myself and my team mates sometimes have purchased 20 ions to win a battle. No biggie.
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Roman
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Fri Jun 24, 2011 9:32 pm |
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Joined: Sun May 31, 2009 7:41 pm Posts: 180 Location: dead
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mfreak wrote: Nothing like Ion abuse. Myself and my team mates sometimes have purchased 20 ions to win a battle. No biggie. I've done the same, so many times. I don't know if I'm breaking a rule or if I'm exploiting a game imbalance or what. I thought it was always a valid strategy :p Roman wrote: As for the Ion cannon abuse, I'd like to hear what is honestly considered abuse.
Here are two situations that have actually happened to me: More than once I've downgraded and razed half of my infrastructure just to get two more Ion shots out on attacking squads so that we would win the battle. After making our defending outpost a TB, I rushed many armor units and put the little extra E we had left into spy protection. We won, but only because of the mass of Ions we fired (1-4 from each of the 12 players online).
The same war, our enemy did something similar. We were parked on an outpost within the same area (AA, in the HINI vs SoLD wars) and they launched another attack on us. We had plenty of spy protection and we did manage to get quite a few Ions off on their attacking squads. What they did was have every member of their alliance and all of their active sub-alliances and allies Ion the outpost we were parked at, which totaled to over 30+ Ions. We still managed to win, but only barely.
Personally, I see both of these situations as fair play. Through the diplomacy and teamwork HINI put together, they managed to almost get an edge on us through mass Ions. I also see the Mass Ion tactic in general as a valid and usable strategy.
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THENICKRULZ
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Post subject: Re: Battle Dawn update 23rd June Posted: Fri Jun 24, 2011 9:35 pm |
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Joined: Fri Mar 18, 2011 4:14 pm Posts: 1346 Location: Mau5 Land of Mouses. Gender: male
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bob11z wrote: 1 problem with the update the 250 ion that just doesnt work for me yeh, now i wont do it it is a waste of mana..
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Clen7777
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Fri Jun 24, 2011 11:13 pm |
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Joined: Wed Jun 09, 2010 5:36 pm Posts: 11
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YAY! finally all those stupid rank 1's will feel something painful, ![Smile :)](./images/smilies/icon_e_smile.gif) this equals out the palying field a bit more, HOWEVER I feel like ion cannons costing more was a poor idea..
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THENICKRULZ
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Fri Jun 24, 2011 11:14 pm |
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Joined: Fri Mar 18, 2011 4:14 pm Posts: 1346 Location: Mau5 Land of Mouses. Gender: male
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Clen7777 wrote: YAY! finally all those stupid rank 1's will feel something painful, ![Smile :)](./images/smilies/icon_e_smile.gif) this equals out the palying field a bit more, HOWEVER I feel like ion cannons costing more was a poor idea.. how will they feel something painful??
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BRU, iS, TicK, COOL, Pain, FM, OL, WFA, Porn, WaL, TPL, DM5
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therealevman
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Post subject: Re: Battle Dawn update 23rd June Posted: Sat Jun 25, 2011 2:47 am |
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Joined: Fri Apr 08, 2011 10:03 am Posts: 3
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ccbis wrote: I would suggest that admin will also look at some issue to banning.. banned colony must at least 36-48 ticks protection until issue's resolved or the player failed to contest within 36 ticks after banning.
Banned player have demoralized as they get attacked and his/her hardwork gone into waste (Crystal and Conquerer).
Banning is a good practices but must have chance the player to defend himself and of course they also need protection while contesting the ban.
looking forward to have positive feedback on this. that is a very good idea please put some thought to this idea bd guys
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2camelsinatinycar
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jun 25, 2011 7:49 am |
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Joined: Sat May 07, 2011 7:15 pm Posts: 141
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Hmm... no one else mentioned about the Force Relocation limit being removed or something..
I've no idea what limit on Force Relocation is removed but certainly not the 24 tick distance limit, so Michael.. why not remove the limit I mentioned earlier?
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ultimatedoom27
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jun 25, 2011 9:52 am |
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Joined: Tue Jun 09, 2009 7:17 pm Posts: 88 Gender: male
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blolel
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jun 25, 2011 11:40 am |
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Joined: Mon Sep 14, 2009 4:46 pm Posts: 60 Gender: male
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mfreak wrote: Quote: So, the main income source will now be resource OPs that never delete or rebel?? well, that is boring! What you have to do is find more efficient ways to detect multies Its not boring. Resource Ops are the most important. I am not saying they are not important, I am saying that if the focus of resource income switches from conquers to oil wells and metal mines the game will lose one of the most challenging features, getting and keeping conquers.
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