Dax
Hydroponics Developer
Right, so many ideas have been thrown around recently about how this game could be brought back to competitiveness, whilst being as fair as needed for newer players, and to make aimless killing less damaging.
I propose insurance goes to 70%.
However, on these terms:
- The normal insurance/injury rate of 20% returns at the current timings. So you get a chunk back 14/15 ticks after dying/losing staff, and the other 50% returns in 24hrs. This discourages (not eliminates) suiciding on high ranks for cheap bounty earning at lower ranks, and attacking people for no monetary gain, whilst keeping the function of attacking to deprive an alliance of one player, if only temporarily. Any good alliance can capitalise upon 24hrs of an alliance being without 5/6 players at 20% of their original score.
- The repeat attack modifier in the bounty modification should be adjusted so the time before full bounty can be earned is much later than it is currently (say, a week), to prevent players being used as 'bounty cash cows'. This means more emphasis is placed upon land gaining, and bounty hunting, to rise above everyone else. The 70% insurance rate helps promote damaging your opponents, but not to the extent that they have nothing left afterwards. At 70%, damaging someone is possible, but that player won't be totally flattened. If alliances are looking to do maximum damage, then it's time to grow the cojones to use the 'war' function.
- Bounty gained from attacking somebody with more than two players worth more than 400% of the target's total defending value is reduced to 5%. This is to discourage mass bashing on one tick. Obviously this won't eliminate this tactic, but it will make it alot less frequent, and will encourage tactical thinking on the part of larger alliances looking for land.
- Bounty rates on all staff types are to be the same as for lethal troops. This is to encourage bounty hunting the likes of Protestor players, SGT massers, SD massers, and INN massers so bounty hunting becomes valid for all styles of attackers, whilst discouraging tactics such as SGT, Gardie & SD massing.
- Insurance for bribed staff is to become zilch, whereas I've had staff I have bribed been covered by insurance before, and I've used it as a minor source of income early in the round {bribing SGT/spikes, and letting them get killed for free insurance}.
- As insurance has been raised, then obviously solos would gain a massive unfair advantage over alliance players with this change. Here, AR drop rates would need to be increased, in line with the fact that 70% of losses would return, instead of 20%, so AR is mostly only important to stop bashing before the 24hr wait for the remaining 50% to return. Ideally it would be changed enough so that you are kept relatively safe during the time between the 20% and 50% of losses returning, but after that it drops significantly faster.
I am aware alot of these concepts are maybe a tad controversial, but I feel that too much of this game is now based upon the worry that you will become totally useless if an attack or defence goes tits up, and you lose your collection of staff.
Emphasis on bounty hunting and land stealing, whilst discouraging lowly tactics such as bashing and repeat attacking, should hopefully solve alot of this issue.
Feel free to help me out with more suggestions/alterations, and of course to pick out things I haven't fully thought through. I did only spend 15/20 minutes typing this up from feedback I've seen across multiple forum threads.
I propose insurance goes to 70%.
However, on these terms:
- The normal insurance/injury rate of 20% returns at the current timings. So you get a chunk back 14/15 ticks after dying/losing staff, and the other 50% returns in 24hrs. This discourages (not eliminates) suiciding on high ranks for cheap bounty earning at lower ranks, and attacking people for no monetary gain, whilst keeping the function of attacking to deprive an alliance of one player, if only temporarily. Any good alliance can capitalise upon 24hrs of an alliance being without 5/6 players at 20% of their original score.
- The repeat attack modifier in the bounty modification should be adjusted so the time before full bounty can be earned is much later than it is currently (say, a week), to prevent players being used as 'bounty cash cows'. This means more emphasis is placed upon land gaining, and bounty hunting, to rise above everyone else. The 70% insurance rate helps promote damaging your opponents, but not to the extent that they have nothing left afterwards. At 70%, damaging someone is possible, but that player won't be totally flattened. If alliances are looking to do maximum damage, then it's time to grow the cojones to use the 'war' function.
- Bounty gained from attacking somebody with more than two players worth more than 400% of the target's total defending value is reduced to 5%. This is to discourage mass bashing on one tick. Obviously this won't eliminate this tactic, but it will make it alot less frequent, and will encourage tactical thinking on the part of larger alliances looking for land.
- Bounty rates on all staff types are to be the same as for lethal troops. This is to encourage bounty hunting the likes of Protestor players, SGT massers, SD massers, and INN massers so bounty hunting becomes valid for all styles of attackers, whilst discouraging tactics such as SGT, Gardie & SD massing.
- Insurance for bribed staff is to become zilch, whereas I've had staff I have bribed been covered by insurance before, and I've used it as a minor source of income early in the round {bribing SGT/spikes, and letting them get killed for free insurance}.
- As insurance has been raised, then obviously solos would gain a massive unfair advantage over alliance players with this change. Here, AR drop rates would need to be increased, in line with the fact that 70% of losses would return, instead of 20%, so AR is mostly only important to stop bashing before the 24hr wait for the remaining 50% to return. Ideally it would be changed enough so that you are kept relatively safe during the time between the 20% and 50% of losses returning, but after that it drops significantly faster.
I am aware alot of these concepts are maybe a tad controversial, but I feel that too much of this game is now based upon the worry that you will become totally useless if an attack or defence goes tits up, and you lose your collection of staff.
Emphasis on bounty hunting and land stealing, whilst discouraging lowly tactics such as bashing and repeat attacking, should hopefully solve alot of this issue.
Feel free to help me out with more suggestions/alterations, and of course to pick out things I haven't fully thought through. I did only spend 15/20 minutes typing this up from feedback I've seen across multiple forum threads.
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