Aileron Posted January 17, 2008 Report Posted January 17, 2008 I've decided to consider this round defacto over and to try some radical testing of a new feature. Essentially, this is an exploit of the fact that the 1.7 version of Army uses different variables as the 2.0 Version. The feature is "SS Colonies". It allows players to set up a colony with which to extract additional income. Colonies are optional and set up just like your main account. The difference is that for all intensive purposes, colonies can not generate soldiers or turns on their own. You have to send soldiers to the colony from your main account using the transfer function. The advantage of a colony is that soldiers in a colony generate twice as much income as those stationed at your main base. The disadvantage of a colony are that your colonial rank has no impact on the tallies. Additionally, the offensive weapon is stronger than the defensive weapon, making your colonial income more vulnerable. Generally, I've kept the colonies as simple as possible. There are no upgrades. There should be no mercs, though I caught the merc pop increasing in testing. Army verson 1 had no covert possibilities. Also, there is only one offensive and one defensive weapon. The major advantage this feature has is that it adds a layer of strategy to the game, but at the same time is relatively simple. Also, for the purpose of attacking other people it doubles the defensive population while keeping the number of attackers constant. (The colony doesn't generate turns.) Overall, going over this in my head, there aren't any problems. In reality there probably are, so I'm testing this out in an already ruined round rather than potentially ruin yet another round with this.
The Real Picard Posted January 18, 2008 Report Posted January 18, 2008 Its real nice of you to consider a round over before the rest of us have anything to say about it. Sheesh.
Aileron Posted January 18, 2008 Author Report Posted January 18, 2008 Maybe, though I also figure that there are a lot of people here who agree with me there. I know I'm a bit tally obsessed, but the requirements for an SSCentral Gods victory are pretty much to take every catagory and hold all ten positions of the top 10 (which it turn means that they would have to recruit more players than are currently active in the game, and instantly transfer enough to the recruits to put them in the top 10), so to get the grand total of 75 per day, and the Gods would have to more or less hold that score for the entire rest of the round. Essentially, the best chance the Gods have right now is to recruit all members of clan lollerskates. Think about that. The best chance the Gods have right now would involve persuading rasta420 and Falcoknight to change sides. On the smaller scale, the individual ranks were with exception to yesterday, constant for weeks. I only post the clan tallies, but also realize that the game had the same top 10, rank for rank, for the past two weeks. I know mid-round changes are a taboo. Still, the outcome of the round has been decided. The only thing that matters now is fun, and I figure that starting a new colony would be more fun than trying to m!@#$%^&* Falco.
Falcoknight Posted January 18, 2008 Report Posted January 18, 2008 I know Dav is having fun with the Colonies.He just hit mine for over 700,000,000 points =(
PoLiX Posted January 23, 2008 Report Posted January 23, 2008 I think Ail is also wanting me to upgrade the rpg system.
Recommended Posts