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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 3:57 pm 
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the ads are bad I supposed.

but it's the last resort to the income problem :)

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 4:18 pm 
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mfreak wrote:
BTW, I think the Agents should either be deletable or movable. Secondly, after 1 spy action, the agent gets consumed. We need to be able to use the agent for multiple actions, as long as he has infiltration. This is kind of very cumbersome to use, if the agent gets consumed after a lockdown and we cant spy units for example.

Agents can be deleted via the spies tab on the orders menu. Agents being able to move kinda defeats the purpose of the Master Spy.

One idea I was toying with today was allowing up to 2 agents to be placed per target but they share the same infiltration ticks and if you place an agent on a target with an agent already there that has infiltration ticks it cuts them in 1/2. This way you can set up for 2 attacks but being as the spies share infiltration it balances it out IMO.




aister wrote:
the un-reusable on the agents is to lower the power of the agents I think.

but I agree on the delete agents, and make it possible to have multiple agents on a target too.

Having it consume the agent is to balance it out, if agents weren't consumed unless found out then spies would be ridiculously overpowered in the current balance of the game.



mike120 wrote:
now thats what i call an update !!!

the update is great
but the previous update didnt like it much
like the ad ons at the buttom of the page. makes BD lil laggy

aister wrote:
the ads are bad I supposed.

but it's the last resort to the income problem :)

Not some sort of desperation measure or anything, simply something we had in the old client that brought us a little bit of revenue. Supporters have the ads removed and the lowest package is <$5 which removes it permanently on your account. We'd love to have the game be free and have no ads or anything as well but unfortunately our hosts don't give us bandwidth for free and our families have taken a liking to food on the table. ;)

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 4:33 pm 
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Andrew wrote:
One idea I was toying with today was allowing up to 2 agents to be placed per target but they share the same infiltration ticks and if you place an agent on a target with an agent already there that has infiltration ticks it cuts them in 1/2. This way you can set up for 2 attacks but being as the spies share infiltration it balances it out IMO.

so wat will happen to the infiltration ticks if I set a spy attack?

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 4:44 pm 
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aister wrote:
Andrew wrote:
One idea I was toying with today was allowing up to 2 agents to be placed per target but they share the same infiltration ticks and if you place an agent on a target with an agent already there that has infiltration ticks it cuts them in 1/2. This way you can set up for 2 attacks but being as the spies share infiltration it balances it out IMO.

so wat will happen to the infiltration ticks if I set a spy attack?

Are you talking about with the current system, or with the system Andrew talks about?

Also, I've updated Michael's post. Added a few tweaks/fixes :)

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 4:57 pm 
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I'm talking about system Andrew is talking about *point to my quote*

btw, the new added updates are:
Quote:
16. All the voting pages have been gathered at one page for all the different servers
17. Spies now relocate with the colony
18. Building time for structure is now tweaked according to tick speed

I think it's great, I've been exploiting different vote pages before, and with this update I will lose several votes but it's fine :3

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 5:17 pm 
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Added yet another point :)

Yes, I saw your quote, but I hoped you would say the current system as I would know the answer to that and be 100% that its the right one :lol:

In Andrew's idea I'm guessing that when you do a spy attack when having 2 agents located at the same location, you lose the amount of infiltration ticks the operation costs, and keep the rest.

If you only had 1 spy there, the rest is lost.

My view is that the current system encourages team work, needing 2 or more players to do several spy attacks :)

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 5:24 pm 
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facepalm with this update
Quote:
19. Players get a message when they are conquered saying its not the end.

urrrr... good thing?

Lolita, I meant Ilona once send us a msg in M4 that said: u're conquered? don't know wat to do? blahblahblah. Visit these links *link to Wiki and AANC*

I think we should also do this for the msg too.

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 5:28 pm 
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Quote:
One idea I was toying with today was allowing up to 2 agents to be placed per target but they share the same infiltration ticks and if you place an agent on a target with an agent already there that has infiltration ticks it cuts them in 1/2. This way you can set up for 2 attacks but being as the spies share infiltration it balances it out IMO.


Instead of placing multiple agents on the same outpost, why not keep the agent until deleted. It will work like the previous spy system. If you think this might bring about an imbalance, cuz now it will be like having 10 spies instead of 1 (compared to the old system), then reduce the number of agents one can have. Maybe things can be tweaked a bit here.

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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 6:20 pm 
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nice updates but the banned thing makes no sense


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 Post subject: Re: Upcoming updates 29 Oct
PostPosted: Sat Oct 29, 2011 6:23 pm 
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chavimarks wrote:
nice updates but the banned thing makes no sense

You might think so, but admins get several messages per week from leaders who ask if their members are permanently banned or not.

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http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076
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