Animate Dreams Posted April 28, 2007 Report Posted April 28, 2007 Are we doing it next round? If so, can someone who's in the know detail it? I'd like to go ahead and finalize my strategies now, before the round starts.
Aileron Posted April 29, 2007 Report Posted April 29, 2007 No one knows the exact details. Frankly, I'm afraid to click on the link that goes to the commander core until I really mean it, because messing with the core in the middle of the round has proven dissasterous in the past. I don't want to blow up everyone's stats just to find that information out. Rest !@#$%^&*ured that details will be posted at the start of the round. However, my guess is that it will be something like this: A certain percentage of the commander's income will be distributed amongst the officers automatically. Its usually a figure of around 10-15% per officer. By the same token a similar percentage of the officer's unit production will be given to the officer. Additionally, commanders should be able to view the attack and intelligence logs of their officers. No guarentees about the other way around, or of the ability for commanders to view the attack logs of the officers of their officers. Suffice to say, it is not beneficial except to allow late arrivals to make up for lost time, so no there's no need to plan its use in advance. If you start the round with a commander/officer relationship in place, what will happen is that you will have one player who's longterm growth will be stunted because he is giving up UP in exchange for a minor income boost, while you will have another player with a lot of troops but not enough cash to arm them properly, or furthermore, purchase UP upgrades. You don't need to be in the same clan to create such a relationship. That's usually how it works however. In most MMORPGs, even if the officer ISN'T in your faction, during a war enemies will count him as in your clan, because he's part of your clan's base of support. The recepients usually complain because the attacker didn't follow some UN approved guideline to politically correct warfare, but unless that guy's faction actually wins, it doesn't go anywhere. However, the cool thing about the Army System is that people can improvise and suprise each other. Two months ago I said the transefer service wasn't that effictive...even taking exception to the cheaters I was proven wrong. For instance, maybe a Levi, which will be a massing ship with a powerfull weapon, might decide to be an all time officer because due to the L3 bomb, they won't need many troops, but would like to offset their income penalty. Maybe a Terrier on the other hand, which will specialize in a large number of cheap weapons, won't need income as much as soldiers to man all those weapons. Ofcourse, in your case Animate Dreams, given your behavior you will probably pick up as many officers as allowed.
Animate Dreams Posted April 29, 2007 Author Report Posted April 29, 2007 Lol, you seriously thought Transfer system wasn't effective? Heck, I think I found about 3 good ways to break it. Besides the sabotage system already being broken in and of itself, how much more powerful does that get when the strongest spies team up and p!@#$%^&* the ports around every time someone wants to make a hit? And what's that about having a lot of troops but not enough cash to arm them? Aren't troops what give you cash? Which was another really bad idea when they made the game... peasants give cash, soldiers take cash. That's how it's suppsoed to work. >_>
Aileron Posted April 29, 2007 Report Posted April 29, 2007 Let's stick to what we can fix, shall we? I hate the sab system myself. To be honest, I've never played the origional KoC, just spin-offs. Usually first thing they do when creating a spin-off is overhaul the sab system. Frankly, there is no way to balance out a system which at most costs a single unit if the operator is using it properly. Even if the odds are unlikely, its always worth trying because the cost is low. Maybe I'll tip the scales to favor sentry by making sentry weapons more effective. Most KoC games have some sort of miner or peasant class which only functions to generate income. This game doesn't. I'm running the calculations now...weapons cost will be such that people can afford to arm all of their troops. Repair costs will be about three hours of income. These will be ballpark figures obviously. However, one thing I will do that is the OPPOSITE as what most MMORPGS do, and that is to make weapons less cost efficient as they increase in strength. The advantage strong weapons have is that you can do more with fewer soldiers
Animate Dreams Posted April 29, 2007 Author Report Posted April 29, 2007 Rofl, KoC IS a spinoff, of Utopia. I played Utopia in the very beginning, but it's changed so much now. Ages Of War is the best version I've ever played, but it's plagued by bad staff, and the only guy that actually knew what was doing quit a long time ago. Kinda like SS, I guess. Definitely tip scales in Sentry's direction.
Aileron Posted April 30, 2007 Report Posted April 30, 2007 Ok, to be honest I never even went as high up on the chain as any of those. The one I played the most was one called "Star Gate Wars". Whether or not they got copywrite permission from MGM I don't know. The point is that I try to shy away from the more hardcore ones. Serious MMORPGs can drive someone nuts.
Sven Posted June 6, 2007 Report Posted June 6, 2007 Rofl, KoC IS a spinoff, of Utopia. I played Utopia in the very beginning, but it's changed so much now. Ages Of War is the best version I've ever played, but it's plagued by bad staff, and the only guy that actually knew what was doing quit a long time ago. Kinda like SS, I guess. Definitely tip scales in Sentry's direction. --------------------
Dav Posted June 8, 2007 Report Posted June 8, 2007 nice bump... topic closed seeing as its not reliant to anything now. @ ail you can reopen if you like (I know I'm encroaching on your territory), just going on general forum rules regarding bumping.
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