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  #11  
Old 11-07-2011, 12:10 AM
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When are you planning to put this into effect. I think it's a great idea!
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  #12  
Old 11-07-2011, 05:20 PM
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Things that show activity which I think should be included:
-Attacking (homebases/cities, intercepting armies), instead of the ratio being based on amount of troops/hp killed, I think that there should be levels: For example
---50K HP killed: +.10%
---100K HP killed: +.25%
---150K HP killed: +.50%
---200K HP killed: +.75%
---250K HP killed: + 1%
---Anything over 300K is back at the minimum amount so to prevent people from just blowing their bank wad in one day and recuperating a ton of money doing so
All these numbers are samples, they should somehow relate into the percentage.

it would run similar to our interest rates:
10% for the first 5000, 7.5% for the next 5000 Geos, 5% for the next 10000 geos... etc

-Moving armies (if you chase an army that's hit and running for 2 hours, but can't get close enough to kill it, shouldn't your effort still be applauded for keeping your opponent on his toes? If you're strategically moving armies to threaten your opponents, or make them chase you down to kill you, shouldn't you be rewarded?)
EDIT: I think that moving armies should have a structure as well to encourage people to have more armies moving and threatening enemies, encouraging others to further hunt those armies down. A scale like above could be put in place:
---10 army moves: +.05%
---30 army moves: +.1%
---60 army moves: +.2%
---100 army moves: +.3%
---100+ army moves: +.4%

-Jeweling, if you're jeweling you're logged into the game, I'm usually also watching for attacks on myself and teammates, looking for armies to intercept, and posting on our board looking for where we need help, updates on events happening... etc, I think consideration should be given here, especially considering the limited number of playerrs who jewel as it is. This could be capped out at a very low max obviously
---100 army moves: +.05%
---500 army moves: +.1%
---1000 army moves: +.2%
---2500 army moves: +.3%
---5000+ army moves: +.4%

-Maintaining Value/number of cities: If attacks are being rewarded, shouldn't we balance that out with a bonus for holding your cities/value so that hit and runs (which seem to be everyone's fear already) aren't the only strategy in the game that payoff? If you can maintain your value/number of cities over an extended period of time by continually recovering cities that get taken from you, or fighting off militias to recapture a city that was hit and run or radiation wearing off you should be rewarded as well.

I don't know how to properly integrate a % for amount of value held but think that it's essential to the system working correctly, perhaps the amount of value and number of cities held determines the max bonus that you can receive.
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Last edited by Spywareagen7; 11-07-2011 at 05:29 PM.
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  #13  
Old 11-07-2011, 05:39 PM
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I could think about some of those(warning though: means the activity reward will be pushed back several months as it sounds very complex), but there were already 2 things I'm not willing to do:

Army moves: this just means that even active players instead of moving a bigger army will just move several smaller armies. This doesn't show activity at all, but just changes gameplay into something i do not want. Just way more stress on the server. Plus inactive players will just move armies around without a goal. Again more stress on the server.

Jewelling: I stated a lot of times I'm against jewelling. It's emergency cash or startup cash. I don't want to promote it too much. I believe 99% of the players agree jewelling is boring. It's part of gewar, a unique part, but forcing people to jewel more likely means losing more players at the same time.

Value: thats the one I could be considering. However as said, it's very complex so would take a lot of debating and a lot of thinking about how to code it well. Danger with value:
Savers that are NAP'ed still gaining over this. Plus imagine the active player being zero'd(or not even zero'd but just hit hard) right before the cron runs that hands out the rewards once a day. You'd be pissed, right? Because you are active, but you simply can't be online at the moment the cron runs because in your timezon its 4am then. Thats why it needs a lot of debating.
And one doesn't want to hold too strong onto value, as then a city pays out double.

Levels(the first one you start with): that is already in place. Instead of in the activity meter, the levels are in the payout.

It isn't easy to find that thing, is it? I've been thinking about it for months. It was then that I came to the conclusion to keep it simple as more complex isn't always better. To make my idea work, cities would indeed need to be worth much more to not change gameplay either. I'm not affraid people will create armies to get the bonus, as the army is more expensive than the bonus they get.
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Last edited by Luke; 11-07-2011 at 05:51 PM.
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  #14  
Old 11-07-2011, 06:06 PM
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luke if you're using number of cities or value as a factor, it shouldn't be based on a cron, it should solely be based on average value / cities held throughout the period of time that the HP killed or whatever is being calculated within.

This would mean that if I held cairo for 6 hours in a 24 hour period, BigKeefy held it for 12 hours, and itchy held it for 6 hours I would get 1/4 of it's value for the day added towards my bonus, BigKeefy gets half it's value added, and itchy gets 1/4 of it's value added

I can see not wanting to further encourage jeweling, eventually it's a part of the game that will be killed off in my opinion so I'd let that slide

As for army moves, I think it deserves a little more input and consideration, even if it's a minor factor it has to have something to do with your activity.
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Old 11-07-2011, 08:04 PM
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Activity is the wrong word also. It's just based on not saving but attacking. However number of attacks is something I thought of first time also...but then came to the conclusion it doesn't make sense. It just forces every player to attack with smaller armies. Gewar would be so very slow.

Jewelling: Mind you though it's the basic of gewar, and therefor will always be here. But I think more and more it will be for emergency cash. Still the most original gewar feature though.

Ah yes, average value. That is possible. But then I would recommend only minor. Because as soon as city tax goes up, they already pay out and we really don't want cities to pay out twice. If you gain geos from a city, you already are winning from that.
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Old 11-07-2011, 08:10 PM
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yeah I guess that makes sense luke. thanks for clarifying a little better, I like the openness to discussion of these changes, the more people that pitch in ideas the better so lets keep them coming ladies and gentleman.


P.s. In true gentleman fashion I'll continue to like forum posts that make sense this reset
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Old 11-07-2011, 08:50 PM
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Quote:
Originally Posted by Luke View Post
However number of attacks is something I thought of first time also...but then came to the conclusion it doesn't make sense. It just forces every player to attack with smaller armies. Gewar would be so very slow.
What forces players to attack with smaller armies is under defended cities which most are nowadays, scouting the size of an army or lack of geos. if you remove these attacks from your equation then I dare say you will be removing more than 50% of all attacks made in this game
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Old 11-07-2011, 08:54 PM
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Ghostdog is right, there's still the benefit of attacking with small armies to get troop counts and add a few hp's to your kill sheet, but some alliances have members (like ghostdog) who do a ton of recon and it REALLY helps out their team and requires a lot of time commitment, why wouldn't this be equally rewarded
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  #19  
Old 11-07-2011, 09:47 PM
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Maybe have it done like fantasy hockey, or any kind of fantasy pool and make it Rotisserie style. Have the armies lost and killed earn a maximum 2.5 points and have number of hp killed and lost earn a maximum of 7.5 points. So if you rank first in both categories which may be as many as you want, you have 10 points, if someone passes you in either category, you drop in the ranking and you have 9.90 all depending on the number of players.
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  #20  
Old 11-07-2011, 09:52 PM
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@Spy: It is. It's already in the total killed hps. It's not much, but as I said before this is not an 'activity' reward. I chose the wrong word as said before.

Rewarding 'number of attacks' makes no sense imo and changes total gameplay. Then it's even better to have no reward at all. I'm leaning towards that now actually. Because I have the feeling that killed hps + lost hps is still missing something, but I can't figure out what. I just know it's not number of attacks. That changes both gameplay, and we'd have a much slower server when players start doing their big wars with small armies(especially with the multiple send armies with 1 click that is coming). But then again killed + lost hps doesn't feel 'complete', and I have a feeling now we aren't going to get this right or don't have the means within the game yet to get this right(maybe the game is still missing something).
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Last edited by Luke; 11-07-2011 at 09:56 PM.
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