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ZDH Game profile

Member
1098

Apr 14th 2011, 13:36:19

WHY NOT?

Discuss.
-BigZ

Rockman Game profile

Member
3388

Apr 14th 2011, 13:39:15

Would make tyrannies OP. Stock up some cash, and do double the hits anyone else does. Tyrannies are already strong enough, no reason to make them even stronger.

ZDH Game profile

Member
1098

Apr 14th 2011, 14:18:39

Could make it twice as expensive for Tyrannies to buy readiness tho.
-BigZ

Detmer Game profile

Member
4283

Apr 14th 2011, 15:00:35

Originally posted by ZDH:
Could make it twice as expensive for Tyrannies to buy readiness tho.


People have no trouble accumulating cash in this game. In alliance servers this would further over power FS. In solo servers this seems entirely unnecessary.

Ultimately "why not" is not justification to implement something.

ZDH Game profile

Member
1098

Apr 14th 2011, 16:34:05

Why not is a question...Why NOT use cash to buy readiness.

Then make it where tyrannies can't buy readiness then ;-)
-BigZ

Pang Game profile

Administrator
Game Development
5731

Apr 14th 2011, 17:22:54

This doesn't seem like a well thought out idea to me.

I don't see how this could be beneficial to any server's playing environment. Our focus is on maintaining balance and fairness through our mechanic changes, not on niche mechanic changes which create more problems than they solve.

I don't see the fact that readiness requires turns to be used as a problem. It's the price you pay for attacking and is meant to be somewhat of an attack limiter. I don't see any good reason to remove that limiter, as mass attacking in a single session (especially FS attacking on clan servers) is already closer to being overpowered than it is to being underpowered.

There are mechanics that allow you to keep harming an oppoent while gaining readiness (spyops and missiles), I don't see a reason to make another way to do so.

PS. don't forget that the attacking elements that exist now were created on servers with 80(80) turns or less. We have 120(120) now (although I'd like to move this back to 120(80), which is what EC used to have...)
As the number of turns increase, the power of attacking in a single session increases.

Edited By: Pang on Apr 14th 2011, 18:06:56
See Original Post
-=Pang=-
Earth Empires Staff
pangaea [at] earthempires [dot] com

Boxcar - Earth Empires Clan & Alliance Hosting
http://www.boxcarhosting.com

ZDH Game profile

Member
1098

Apr 15th 2011, 5:09:20

spy ops suck bro :-p. Once your in the middle of a kill run stir rebellions is pointless. It almost never succeeds. And all the other spy ops are far to weak.
-BigZ

Rockman Game profile

Member
3388

Apr 15th 2011, 5:24:32

Originally posted by ZDH:
spy ops suck bro :-p. Once your in the middle of a kill run stir rebellions is pointless. It almost never succeeds. And all the other spy ops are far to weak.


Just gotta limit yourself to ~25 hostile ops on a target per day.

And Cause Dissension, Bomb Airbases, and Demoralize are all excellent spy ops, not to mention sabotage missiles is huge at times, too.

Pang Game profile

Administrator
Game Development
5731

Apr 15th 2011, 15:52:57

spyops are very helpful to use during runs, and I'd offer the suggestion that if you think they aren't useful as part of a killrun, you're not using them effectively :)

-=Pang=-
Earth Empires Staff
pangaea [at] earthempires [dot] com

Boxcar - Earth Empires Clan & Alliance Hosting
http://www.boxcarhosting.com