Indy net cap

Started by Shadow, May 01, 2011, 11:32:17 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Neobaron

#60
The only problem I can think of for an independent indy is open ops.

Given the average non-wardecced player will be left at average land, it stands to reason that the indy will be netcapped according to the average land.

Nerfing open ops by decreasing the requirement for success in exchange for a hard cap on the number of times a warlord could be open op'd would prevent indy players from losing ridiculous amounts of land in a hurry.

Granted the indy would still be (entirely) dependant on land, but the bleed would be slower. Slow enough to accumulate enough wealth to make the difference I think.

Neobaron, first among the lords of the south and captain of the flying skiff

Quote from: Death on February 08, 2010, 09:40:29 PM
oh lawd the drama done begun yo

Quote from: HolbyI am writing a post explaining how lame you are.

Neobaron

Also I realize i'm swerving into that part of the devolopment map that says "here be leaders" and is guarded by various interests and dragons and rage.

I AM WILLING TO RISK IT FOR ALL INDYKIND.

---

Theres also the option of completely redesigning wildcat to not be a leader race anymore and add it as a third worker based race to go hand in hand with magpie and furrit (using this idea.)
Neobaron, first among the lords of the south and captain of the flying skiff

Quote from: Death on February 08, 2010, 09:40:29 PM
oh lawd the drama done begun yo

Quote from: HolbyI am writing a post explaining how lame you are.

Firetooth

Wildcat is a leader hybrid at best. It special spell needs tweaking as at the moment indy is more productive, but I don't want to see Wildcat completely re-designed.
Quote from: Sevah on January 02, 2018, 03:51:57 PM
I'm currently in top position by a huge margin BUT I'm intentionally dropping down to the bottom.

Shadow

I still don't see how this uncaps indy players. You can't store up vast amounts of workers. They leave slowly at 5% tax, but they still leave.
<=holbs-.. ..-holbs=> <=holbs-..

The Obliterator

A solo indy left alone is not necessarily capped
Whenever i reach that stage I just start focusing more on foragers than barracks
You start to rise higher on the food net while the troop net stays more or less the same
Watching people fight is fun...
...but getting involved is so much better

Firetooth

Quote from: The Obliterator on July 24, 2011, 03:32:58 AM
A solo indy left alone is not necessarily capped
Whenever i reach that stage I just start focusing more on foragers than barracks
You start to rise higher on the food net while the troop net stays more or less the same
But that's not indy, that's farming. Which there is now a specific race for.
Quote from: Sevah on January 02, 2018, 03:51:57 PM
I'm currently in top position by a huge margin BUT I'm intentionally dropping down to the bottom.

The Obliterator

Not really
It more an indy farmer hybrid which i was using before all the changes and to my knowledge it should work better now
Watching people fight is fun...
...but getting involved is so much better

Shadow

lizard is especially good at it.
<=holbs-.. ..-holbs=> <=holbs-..

Firetooth

But it's not indying as it's intended. Indy is about troop production, not food production. Whether they have supplemental food net or not is unimporttant if they're main source of net, troops, is capped after a certain point.
Quote from: Sevah on January 02, 2018, 03:51:57 PM
I'm currently in top position by a huge margin BUT I'm intentionally dropping down to the bottom.

Pippin

just had an idea to reduce the indy net cap by an extent, by increasing the amount you could sell troops for on mercs. not high enough so you can continuously by troops and sell them for more, but just so you can last a bit longer solo.

also i think camps already affect the resale value, but if it could somehow be increased so it was closer to the limit without it being abused.
1. Mike Oxlong (#14)
$16,999,999,999 with 275,000 Acres
3. AL CAPONE (#23)
$887,873,381 with 14,939 Acres
3. wrecking balls (#9)
$801,398,171 with 32,301 Acres
1. Nazgul (#5)
$1,503,190,327 with 201,952 Acres

Shadow

camps do affect sale value on mercs. You can get prices much better by building 40% camps. After 40%, they don't do much.
<=holbs-.. ..-holbs=> <=holbs-..

Holby

Quote from: Pippin on July 29, 2011, 09:57:33 AM
just had an idea to reduce the indy net cap by an extent, by increasing the amount you could sell troops for on mercs. not high enough so you can continuously by troops and sell them for more, but just so you can last a bit longer solo.

also i think camps already affect the resale value, but if it could somehow be increased so it was closer to the limit without it being abused.
For most indy players, running out of cash isn't the problem. Having more of it doesn't help them produce more troops.
I will not deleted this

Neobaron

#72
Would a stacking reduction in the costs associated with maintaining an army work? Would be a leader mission available to indy races.

Martial Efficiency: The cost of maintaining your armies is reduced by 10% for 24 hours. Stacks up to 90% of total costs.  

There is obviously still a cap. But it is much, much higher. Something like this coupled with retuning of leader missions could balance what is theoretically possible for both indy and leaders. Granted the issue of murder is still there, but that is another problem.
Neobaron, first among the lords of the south and captain of the flying skiff

Quote from: Death on February 08, 2010, 09:40:29 PM
oh lawd the drama done begun yo

Quote from: HolbyI am writing a post explaining how lame you are.

Shadow

Neat idea. But could probably be used to fund large armies on locking players using all huts. Indy races aren't -that- bad at leaders.
<=holbs-.. ..-holbs=> <=holbs-..