Undo the roid cost change!
Why are you forcing me to attack to compete??
What was wrong with inting? |
Re: Undo the roid cost change!
LIKE 10000000000x
UPVOTE YES MY GOODNESS YES |
Re: Undo the roid cost change!
I just dislike that im forced into one play style. This game is supposed to be diverse yet every change recently seems to be coralling everyone into the need to attack to keep up with those that attack.
Playing defence and inting roids to keep up with the t100 average in the knowledge you had a strong enough team to hold them was a great strategy. It didnt harm PA, it provided more roids into the universe (the avg roid count is atricious now) and allowed diversity depending on time free to play the game. Now i have to pick an attack, calc, launch, scan (if i can), calc, decide to land or recall everyday. This for me personally too much to do daily. I was quite happy to wake up and send 1-3 fleets to help my ally then work on my planet through the day. Additionally this raise in the need to attack will cause more burnout in dcs due to raised incs. More waves on planets (the amount not even on 300 roids at tick 140 is appalling) and just increases the gap between the haves and have nots. We are really moving more towards a two teir PA where by tick 500 over 60 percent of the planets are barely growing, yet alone competing. Please please please revert this! |
Re: Undo the roid cost change!
I can't tell if this thread is a joke or not.
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Re: Undo the roid cost change!
Its not, its an awful change
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Re: Undo the roid cost change!
Initing to 300 roids costs about as much now as it did before. (By 'old', I mean the r22-r70 formula, not the r71 one.)
In addition, here's the average number of roids in the universe in the last 5 rounds at tick 133 for planets in the top 400 (arbitrary number to remove inactives): Code:
| Round | 70 | 71 | 72 | 73 | 74 | |
Re: Undo the roid cost change!
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This is EXACTLY why they changed the init cost. So people couldn't Init roids and have 0 interaction with other players. Try playing minecraft solo or something if you want to play brain damaging game that uses as many cells as watching paint dry |
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The game now forces me to launch attacks to stay in touch with others. Why was it such an issue for the prevuous 70 odd rounds? Not everybody likes attavking and it wasnt a pre requisite of playing. Just like we have dedicated scanners. Now if i want to int beyond 300 roids it is not cost effective making a legimate playstyle redundant. Would you like it if they increased the cost of ships the more value you had? |
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This sounds like crying to me. I personally like the approach to make initiating roids more expensive for exactly the reason mzy mentioned.
Whoever wants to play a def bitch, can still play a def bitch and send 1-3 defense fleets every day. But thinking that in a wargame someone without attacking at all should be able to compete with the top players is just wrong. |
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The issue isnt carDi and his inting it is the people who tick 500 odd are roided down to sod and have their round ended because they cant int back to a universe average of say 600 roids and start regrowing |
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Re: Undo the roid cost change!
Kaiba is right. The cost to init is too high.
Its a big difference initiating to 1500 roids, or whatever carDi did, and init to 500. ----- Whats the roidcost to init from 200 -> 500 mz? How long will it take to repay it? |
Re: Undo the roid cost change!
The formulas are in the manual. I expect a long time, it went from linear to quadratic.
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Re: Undo the roid cost change!
I would say make it cheaper to init roids from 200-500 but leave the formula alone for higher number of roids
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About 148 ticks if they're evenly spread. |
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Try thinking outside the box you'll find it's quite liberating |
Re: Undo the roid cost change!
Perhaps another way to balance playing style is to make it harder to maintain higher number of roids?
e.g. Make security guard costs scale too. |
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Re: Undo the roid cost change!
Formula is fine as it is, way better than initwars that we've seen previously which were farcical.
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