Reset and aid credit change

Started by The Lady Shael, June 25, 2011, 08:22:38 PM

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The Lady Shael

Hi Turbo players,

This is just a reminder that this Turbo round will be reset on June 28th, at 10 PM EST. This means that all the Turbo accounts will be deleted and everyone must sign up again. The top 15 players will be recorded and immortalized on the forums.

Another important notice:

Aid credits will be changed next round. Everyone will get 18 max aid credits (still gain one per hour). The cost for sending aid will be as follows:

Clan members: 1 aid credit
Allies: 2 aid credits
Anyone else: 3 aid credits

So in case you were wondering, this means no more unlimited aid for clan members and allies. We will be testing this system next Turbo round and if it works as planned, it will move to Regular.

Don't hesitate to reply if you have any questions.

Good luck for the rest of the round!

~The Lady Shael
RWL Administrator
~The Lady Shael Varonne the Benevolent of the Southern Islands, First Empress of Mossflower Country, and Commandress of the Daughters of Delor

RWLers, your wish is my command...as long as it complies with the rules.


Neobaron

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.

Uiblis

What's next round's theme going to be?
I love bad [berries] that's my [fruity] problem

The Lady Shael

We'll announce it later tonight a few hours before the reset. :)
~The Lady Shael Varonne the Benevolent of the Southern Islands, First Empress of Mossflower Country, and Commandress of the Daughters of Delor

RWLers, your wish is my command...as long as it complies with the rules.


Sevah

18 hours equals 9 aids instead of the original 18 for unclanned empires.
Clanned empires can still send 24 shiptments a day.

This change does very little for the majority and slightly effects the few that've been abusing the code. (utilizing sounds better)
The only ones to notice are the players unclanned with a friend or two if they actually aid that much.

Capping the aid limits like this does nothing more than curve a random indier into a better strategy. No harm done.
This cuddlefriendy suggestion was brought to you by Sevz.

The Lady Shael

#5
Sevz makes a good point, I think? 24 shipments a day is still a lot. Anyone else have thoughts?


Next round, we will have an Emperor theme. :) This means the admins will create a super account with tons of cash, food, land, and armies that everyone has to work together to bring down.
~The Lady Shael Varonne the Benevolent of the Southern Islands, First Empress of Mossflower Country, and Commandress of the Daughters of Delor

RWLers, your wish is my command...as long as it complies with the rules.


Shadow

24 shipments a day is not really the issue, it is shipments in a run. Indy can't run upkeep free strategy with 18 ais. They can certainly run low upkeep strategies, but not free ones.

I think we should start here. We can always tweak it if it doesn't solve the problem.
<=holbs-.. ..-holbs=> <=holbs-..

Uiblis

Agree with Sevz, 24 shipment seems like a lot.

Then again, I've never been an indy in a clan, so that's not saying much.
I love bad [berries] that's my [fruity] problem

Genevieve

It's not, at the moment, if you're an indy in a clan, every turn you use that is not attacking or constructing, you are using to aid. It's how you health up.

And plus, it'll be 18 in a run, not 24.

Uiblis

#9
Well, 18 still seems like a lot.

Again, I've never been much of an indy, and correct me if I'm wrong, but it would seem to me that if you aid to health up, then you attack in 18 separate intervals? As in attack, construct, aid, attack, construct, aid? 18 times over?

Btw will the Emperor account be controlled by human? Or is it like land farm and just sits there?
I love bad [berries] that's my [fruity] problem

Genevieve

One aid takes 2 turns... that's 2% health.

Uiblis

Oh I forgot.

Sorry. I haven't used the aid function for about a year now.
I love bad [berries] that's my [fruity] problem

Shadow

Now that this is working, what do people think about it? After a few indy runs, I rather like what it does - team indy is still powerful, but the upkeep costs are much higher and you cannot aid away everything you made as you did before. At the same time, the 18 credits lets you offload anything you are holding without any trouble.

Comments/criticisms from others?
<=holbs-.. ..-holbs=> <=holbs-..

Etendue

The aid credits is imbalacing power towards the solo leader players, and it's very frustrating.  In fact, the only thing aid credits are good for is screwing over people in clans.

Remove it. NOW

Why can't I stay away from this game?

"You're kidding me. Did you just stuff that Aperture Science Thing-We-Don't-Know-What-It-Does into an Aperture Science Emergency Intelligence Incinerator?" ~GLaDOS

Neobaron

I like it actually.

Takes away the loldozer clan stockpile garbage. It is still possible, but people have to think about it.

This opens up opportunities for solo players. Granted by "solo players" I mean solo leader players, but that is a symptom of the other imbalance and nothing to do with the aid system.
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.