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powernoob
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Post subject: Re: Suggestion... Posted: Sat Jun 14, 2014 5:52 pm |
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Joined: Sat Jun 14, 2014 1:55 am Posts: 11
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i suspect the point may be to try to even the playing field a bit first. the op does state that other new players may be able to take said outposts... so in the early stages of a game...
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aister
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Post subject: Re: Suggestion... Posted: Sat Jun 14, 2014 7:25 pm |
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Joined: Thu Jun 30, 2011 2:48 am Posts: 7996 Location: Fuyuki City Gender: male
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@baz if u're worried about "shielded OP", then the same thing can already be done with colony.
if only the first OP made during the tutorial is protected, then the worst thing that will happen is that they can have a protected colony with a protected OP, instead of a protected colony, which do the same thing as the OP: unattackable.
with that said, the newbies are already "redirected" to the AANC when they are conquered through an automatically-sent PM from the admin. Any more than that will be just spammy and annoying.
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socialmisfit1
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Post subject: Re: Suggestion... Posted: Sun Jun 15, 2014 12:08 am |
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Joined: Sun Nov 20, 2011 1:14 pm Posts: 2610 Location: in my happy place Gender: female
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aister wrote: @baz if u're worried about "shielded OP", then the same thing can already be done with colony.
if only the first OP made during the tutorial is protected, then the worst thing that will happen is that they can have a protected colony with a protected OP, instead of a protected colony, which do the same thing as the OP: unattackable.
with that said, the newbies are already "redirected" to the AANC when they are conquered through an automatically-sent PM from the admin. Any more than that will be just spammy and annoying. then there's still my issue of expantion becoming boring without the nub making op with the 2 armour infs on it and I can get levels on my damage vehicle by taking up a bunch and get workers from razing the game would be worse without it just tell the nub when they join the game like either in the welcome message or tutorial about the wiki and adopt a noob centre etc. instead of making the game worse for me and the noob will still get discourageds whether he loses his op now or in 100 ticks dont you think? so there really is no point and since he's saying something like its power based does that mean if the noob logs on once builds op for tutorial foirgets about game and never comes back I will NEVER be able to take his op? that's ridiculous.
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magmaw
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Post subject: Re: Suggestion... Posted: Sun Jun 15, 2014 1:14 am |
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Joined: Thu Jun 12, 2014 8:36 am Posts: 13
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you just don't like the idea of having slightly fewer, extremely WEAK targets to hit throughout the game, huh? socialmisfit1 wrote: and the noob will still get discourageds whether he loses his op now or in 100 ticks dont you think? so there really is no point. in 100 ticks, the noob has a chance to learn how to protect his/her stuff from at least some of the experienced players, or perhaps join an active alliance who can teach said noob, or maybe help protect... socialmisfit1 wrote: then there's still my issue of expantion becoming boring without the nub making op with the 2 armour infs on it and I can get levels on my damage vehicle by taking up a bunch and get workers from razing
the game would be worse without it
just tell the nub when they join the game like either in the welcome message or tutorial about the wiki and adopt a noob centre etc. instead of making the game worse for me if both you and a "noob" are low score, then you can hit noob. if you are higher level, then surely there are better ways to level up, aside from that those weak outposts do not seem to pop up a lot. outposts will not do any good for the player who made them, if they can be taken too easily. you can complain all you want that you should be able to take over outposts, and I agree. however, the primary purpose of an outpost is to help it's creator, NOT to serve as food for someone else. being conquerable for someone else is secondary. unless I have this game figured out all wrong, and everyone is supposed to feed a few players...? socialmisfit1 wrote: and since he's saying something like its power based does that mean if the noob logs on once builds op for tutorial foirgets about game and never comes back I will NEVER be able to take his op? that's ridiculous. what happens with colonies? isn't it the case that after a set number of ticks, protection ends, regardless? if the colony and outpost get the same protection, then the outpost would be fair game when the colony is no longer protected. @social misfit - how long have you been here?
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socialmisfit1
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Post subject: Re: Suggestion... Posted: Sun Jun 15, 2014 1:32 am |
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Joined: Sun Nov 20, 2011 1:14 pm Posts: 2610 Location: in my happy place Gender: female
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magmaw wrote: in 100 ticks, the noob has a chance to learn how to protect his/her stuff from at least some of the experienced players, or perhaps join an active alliance who can teach said noob, or maybe help protect... if he needs teaching thats what the adopt a noob centre is for he wont just teach himself in 100 ticks will he? and how can he with basic protection ever hope to defend from exp players who have many more squads from tax and res ops? magmaw wrote: if both you and a "noob" are low score, then you can hit noob. if you are higher level, then surely there are better ways to level up, aside from that those weak outposts do not seem to pop up a lot. outposts will not do any good for the player who made them, if they can be taken too easily.
you can complain all you want that you should be able to take over outposts, and I agree. however, the primary purpose of an outpost is to help it's creator, NOT to serve as food for someone else. being conquerable for someone else is secondary. unless I have this game figured out all wrong, and everyone is supposed to feed a few players...?
wrong. the primary purpose of an op is to hold units. it CAN benefit the creator if he knows how to use it and he can use it as a base for attacks upgrade it to radar or gate etc. but it is in the end of the day a war game not a city building game. all players must fight to defend their ops. magmaw wrote: how long have you been here? almost 3 years now not that that has any relevance...
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magmaw
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Post subject: Re: Suggestion... Posted: Sun Jun 15, 2014 2:02 am |
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Joined: Thu Jun 12, 2014 8:36 am Posts: 13
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socialmisfit1 wrote: magmaw wrote: in 100 ticks, the noob has a chance to learn how to protect his/her stuff from at least some of the experienced players, or perhaps join an active alliance who can teach said noob, or maybe help protect... if he needs teaching thats what the adopt a noob centre is for he wont just teach himself in 100 ticks will he? and how can he with basic protection ever hope to defend from exp players who have many more squads from tax and res ops? the point (at least mine) was supposed to be that the nooobs have a chance instead of being overrun immediately. socialmisfit1 wrote: magmaw wrote: if both you and a "noob" are low score, then you can hit noob. if you are higher level, then surely there are better ways to level up, aside from that those weak outposts do not seem to pop up a lot. outposts will not do any good for the player who made them, if they can be taken too easily.
you can complain all you want that you should be able to take over outposts, and I agree. however, the primary purpose of an outpost is to help it's creator, NOT to serve as food for someone else. being conquerable for someone else is secondary. unless I have this game figured out all wrong, and everyone is supposed to feed a few players...?
wrong. the primary purpose of an op is to hold units. it CAN benefit the creator if he knows how to use it and he can use it as a base for attacks upgrade it to radar or gate etc. but it is in the end of the day a war game not a city building game. all players must fight to defend their ops. obviously this is a war game I guess how I said things wasn't very clear - outposts can be used for a number of things, but they are nominally supposed to benefit their creator, no? yes, it is up to the creator to try to maintain control of an outpost, but if the primary purpose of an outpost was to be taken by whoever, immediately, then the outposts would not belong to the creator when they pop into existence... if the first outpost of a new player is not protected sufficiently (just enough to be fair, no more, no less), then the outpost is just a tasty treat for someone else (and virtually free experience, it seems... -_- ) I'm going to go out on a limb and extrapolate a bit here, tell me if I go wrong somewhere: if new players easily lose control of all their outposts, and any resources they might have conquered, then they will have trouble expanding. if they have trouble expanding, when they finally decide to start attacking, a strong player will slaughter them. if they cannot really expand, and get smushed every time they try to fight, then what point is there in playing a war game?
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Ehsas
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Post subject: Re: Suggestion... Posted: Sun Jun 15, 2014 2:14 am |
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Joined: Sat Sep 04, 2010 9:56 pm Posts: 237 Location: Valais, Switzerland Gender: male
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the game's already friendly enough for new players as it is. No to the suggestion.
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magmaw
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Post subject: Re: Suggestion... Posted: Mon Jun 16, 2014 8:24 am |
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Joined: Thu Jun 12, 2014 8:36 am Posts: 13
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Ehsas wrote: the game's already friendly enough for new players as it is. No to the suggestion. obviously. why else would there be a lot of people sitting in protection and not doing anything? lol in the least, the tutorial should be changed to not require noobs to build the tutorial, or give them a fair warning that it may be easily taken by a stronger player. right now there's none of that afaik.
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