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 Post subject: Re: Updates! October 13th!
PostPosted: Thu Oct 22, 2009 1:47 pm 
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I heavily disagree with this, 24 was fine. Less sub alliances then ever, and the top 15 was always full.


18 OK, make it a contest again to be top 20.

But 14... Seriously, way to little! :(

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 Post subject: Re: Updates! October 13th!
PostPosted: Thu Oct 22, 2009 2:02 pm 
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this is 10 members down in 1 update!
all people i have asked disslike it, but there is a bug that show it's locked, can plz some one look into it, and i'm asking for premition to put this up in sugestions to get a real voting for it and for all to post?
made here viewtopic.php?f=75&t=3400&start=0, plz don't lock it, want to see peoples oppinions here

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 Post subject: Re: Updates! October 13th!
PostPosted: Thu Oct 22, 2009 3:15 pm 
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I thought 18 was good. 24 is too much, but 14 for Earth is not enough, in my opinion...


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 Post subject: Re: Updates! October 13th!
PostPosted: Thu Oct 22, 2009 7:29 pm 
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I agree that with 24 jasper all the top 15 were still usually full, but the power gaps were huge, smaller teams will promote more competition and make it harder to take over the whole world, with 24 vets it is not difficult as has been proven in most new client worlds.

-Andrew

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 Post subject: Re: Updates! October 13th!
PostPosted: Fri Oct 23, 2009 3:43 am 
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Andrew wrote:
Zhester wrote:
Andrew wrote:

14. Conquered colonies cannot be used as a gate point


Why?


Scenario:

Colony gets kicked and conquered from an alliance because they weren't following the rules, helping out the alliance, etc. They are still in the middle of their old alliance's hive area, they then join the enemy of their old alliance and instantly the enemy alliance can use that colony to gate into and attack that alliance and there's nothing they can do about it until they've conquered the colony for 48 ticks and can force relocate.

Beyond that scenario and others the basic point is if you are conquered you don't have absolute control over your colony and cannot therefor be used as a gate point.


Hope that helps!
-Andrew


I disagree with this, they do have a option its called obstruct there colony though the spy options. If you want to make it so they can't gate in till the colony is relocated, then make it so that you can obstruct a colony for more then the 3-6 ticks, buy either stacking the obstruct spy power, or give a ability to up the number of ticks like with satelite scan buy using more energy. Plus they can't immediatly gate in once they join a new alliance because the colony is reset and takes 24ticks for the gate to be active.


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 Post subject: Re: Updates! October 13th!
PostPosted: Fri Oct 23, 2009 8:32 am 
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14 members in an earth alliance is too little i think 16 or 18 would be good 12 for fantasy and mars is ok conqured people cant be used as a gate is good it helps prevent cheap things like what andrew stated

@elseaj yes you could but the amount of energy to obstruct one newb just so he cant be used as a gate is too much during a war

Andrew wrote:
I agree that with 24 jasper all the top 15 were still usually full, but the power gaps were huge, smaller teams will promote more competition and make it harder to take over the whole world, with 24 vets it is not difficult as has been proven in most new client worlds.

-Andrew


yes this a big problem f2 for example
1st Dawn 7 relics
2nd UWA 3 relics
there is ove 10000 score diffrecne bettween us

and as for the return of subs they are still here
still f2 ranks
3rd-8th are all subs of dawn or UWA

first no dawn or UWA alliance is HQ at 9th with 9000 score

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 Post subject: Re: Updates! October 13th!
PostPosted: Fri Oct 23, 2009 10:55 am 
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Andrew, I think 18 is a very nice number.

Why don't you try it out for a while? It's a compromise ;)

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 Post subject: Re: Updates! October 13th!
PostPosted: Fri Oct 23, 2009 11:32 am 
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bork9128 wrote:
@elseaj yes you could but the amount of energy to obstruct one newb just so he cant be used as a gate is too much during a war


This is a game of war, nothing is suppose to be easy. Changes like this just carebear the game. Its already way to easy to obstruct someone, I beleave you should have a spy in someones colony to obstruct them, this magical mist blocking radars and warp gates is pretty corny, a spy in the colony should have to sabatage a radar tower or the warp gate is what I beleave.


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 Post subject: Re: Updates! October 13th!
PostPosted: Fri Oct 23, 2009 1:07 pm 
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Alright, hows this. Make the size 18 for around 2 double speed eras. (6 months?)

If things don't change then go back to 14. Pweese. :)

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 Post subject: Re: Updates! October 13th!
PostPosted: Sat Oct 24, 2009 9:36 am 
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Numair Mujeeb wrote:
Alright, hows this. Make the size 18 for around 2 double speed eras. (6 months?)

If things don't change then go back to 14. Pweese. :)



on double speed eras is 12 members on mars little bit low!

mars is small , and whit 12 member you got 50 % of you old alliance?

now your allowed to make subs agian otherwise you cant win lol

why not mars 16 members cap and earth 18 members caps

now you only can make 12 member vet

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