Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
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Post by Rocky on Oct 7, 2008 16:38:08 GMT -5
I'm toying with the idea that all transfer of resources must go through Happy Hocotate Saving and Loan, or All-Devouring Black Hole Loan Sharks. (Do you know what those two companies are?) companies mentioned by the president while on the lam.
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Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
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Post by Rocky on Oct 7, 2008 16:38:41 GMT -5
@ norb: true.
@ hachi: this will be on a railroad, trail, or other tangible pathway, so, while now, no one will know of private dealings, or be able to intercept a purchase from a store, this will take time to move tangible objects, troops, and probably not letters, as all areas of the technological world had a means of wired communication.
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Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
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Post by Hachi on Oct 7, 2008 16:42:50 GMT -5
There is a problem with wildlife not pay for projects. Wildlife could start 5 projects for supers the instant they start. When they're done they'll be able to rush hocatitians and instantly kill them. It's possible, but unlikely to work. I tried the same thing, but my attack on the Armos Annihilator wasn't successful at all. My ally's and my three 70 days Supers did nearly nothing to help in the battle. And keep this in mine, I will be using a Hocotatian army next version if it comes. So, it won't help me at all to make Hocos weaker.
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Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
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Post by Rocky on Oct 7, 2008 16:44:12 GMT -5
how long for transits?
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Post by norbertk19 on Oct 7, 2008 16:45:11 GMT -5
But it could be 5 50 day supers. Thta's 250 days of power against one hocatitian and hocatitians generally aren't powerful until about day 100.
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Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
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Post by Orangutan on Oct 7, 2008 16:50:28 GMT -5
All Hocotians should be smart enough to make as many defences as they can in the beggining. They could still survive.
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Meowzer
Waterwraith
The Picker of the 'Min
Pffffffffff
Posts: 2,249
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Post by Meowzer on Oct 7, 2008 17:04:58 GMT -5
That's a good idea, but this place would become very cluttered, possibly. I think it would just be easier if you have seperate threads for different logs in your sub-board. @norb: your absolutely right. @tin: that's a pretty good idea. But I don't think trade routs would work. Orangutan: I think Hocs should just be able to start with more base defenses. And a rush with 5 supers like Norb mentioned should not be allowed. Having to constantly worry about a rush like that should not have to cut into project time that you could normally use for other things.
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Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
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Post by Orangutan on Oct 7, 2008 17:15:50 GMT -5
We still need a way to make it easier to update logs, or else it would just be too much work.
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Planet9
Ranging Bloyster
Former Power Poster[A:0]
Posts: 1,919
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Post by Planet9 on Oct 7, 2008 17:17:54 GMT -5
You can't just outlaw something like that; in order for it work, and if it is enforced then to make it not stop a legit strategy, you have to actually stop it within the basic rules of the game. Anyway, I still think it limits Hocotatians too much. The main reason to be a Hocotatian in this version was free labor; if we take that away, it wouldn't be very balanced. Hocotatians would have worse troops, and no access to Supers. They'd only have better technology, which usually isn't as important a factor in battles as supers. The decreased freight time wouldn't help very much except help them start projects faster, which they may as well just keep at the main base unless it'd be faster to transport it and then build it.
Transporting troops usually won't make a difference, and if you transport it right before a battle it'll show up a little late if a Wildlife, but if you start one when someone commences a battle as a Hocotatian then myself and probably other people would scream OOG Knowledge.
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Meowzer
Waterwraith
The Picker of the 'Min
Pffffffffff
Posts: 2,249
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Post by Meowzer on Oct 7, 2008 17:21:16 GMT -5
You can't just outlaw something like that; in order for it work, and if it is enforced then to make it not stop a legit strategy, you have to actually stop it within the basic rules of the game. Anyway, I still think it limits Hocotatians too much. The main reason to be a Hocotatian in this version was free labor; if we take that away, it wouldn't be very balanced. Hocotatians would have worse troops, and no access to Supers. They'd only have better technology, which usually isn't as important a factor in battles as supers. The decreased freight time wouldn't help very much except help them start projects faster, which they may as well just keep at the main base unless it'd be faster to transport it and then build it. Transporting troops usually won't make a difference, and if you transport it right before a battle it'll show up a little late if a Wildlife, but if you start one when someone commences a battle as a Hocotatian then myself and probably other people would scream OOG Knowledge. In my post i meant if super rushes were allowed.
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Post by Water Dumple on Oct 7, 2008 17:25:16 GMT -5
I recommend 10 days to transport something from a base to an adjacent area's base, 5 days if it's in the same area. 10 more days for a farther area, so Forest of Hope to Final Trial would be 20 days. If a Hocotatian had a transport, it would be 10 days. And I think the transport should be twice the number of days required to travel somewhere, i.e. 20-day journey takes 40-day project for transport.
Also, Rydon, several other changes will need to be made, this is still hypothetical. Wildlifes are definitely not getting their project payments eliminated. Also, I was thinking that maybe a 100-day factory wouldn't cost resources for its machines/defenses, but only Hocoatians could make those. Could help make this more balanced.
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Planet9
Ranging Bloyster
Former Power Poster[A:0]
Posts: 1,919
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Post by Planet9 on Oct 7, 2008 17:26:55 GMT -5
You can't just outlaw something like that; in order for it work, and if it is enforced then to make it not stop a legit strategy, you have to actually stop it within the basic rules of the game. Anyway, I still think it limits Hocotatians too much. The main reason to be a Hocotatian in this version was free labor; if we take that away, it wouldn't be very balanced. Hocotatians would have worse troops, and no access to Supers. They'd only have better technology, which usually isn't as important a factor in battles as supers. The decreased freight time wouldn't help very much except help them start projects faster, which they may as well just keep at the main base unless it'd be faster to transport it and then build it. Transporting troops usually won't make a difference, and if you transport it right before a battle it'll show up a little late if a Wildlife, but if you start one when someone commences a battle as a Hocotatian then myself and probably other people would scream OOG Knowledge. In my post i meant if super rushes were allowed. I know, that's what I assumed...
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Meowzer
Waterwraith
The Picker of the 'Min
Pffffffffff
Posts: 2,249
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Post by Meowzer on Oct 7, 2008 17:29:55 GMT -5
I recommend 10 days to transport something from a base to an adjacent area's base, 5 days if it's in the same area. 10 more days for a farther area, so Forest of Hope to Final Trial would be 20 days. If a Hocotatian had a transport, it would be 10 days. And I think the transport should be twice the number of days required to travel somewhere, i.e. 20-day journey takes 40-day project for transport. Uhh... I'm confused.
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Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
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Post by Hachi on Oct 7, 2008 18:23:52 GMT -5
I don't think Hocotatian have worst troops in any way. Pikmin have been able to do a lot of complicated stuff and specific anti-Pikmin creatures like Antenna Beetles haven't been that effective in battle, except for my battle with Petrosian.
EDIT: And, I believe that Supers are overestimated again. To prove it, I suggest we do a mock Day 60 battles. I'll represent a Hocotatain army while someone takes Wildlife. We each have 6 project slots and 60 days per slot, so you may have a total of 360 days worth of project, none of which may be more then 60 days in length. Then, we can both write up plans and let the public decide whether Hocotatian are underpowered.
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Post by norbertk19 on Oct 7, 2008 18:40:18 GMT -5
Problem with that idea is that someone could simply have better plans. Also both sides would specificly make machines and upgrades that desroy the other side. Doing that in the real wars is a bad idea seeing as we can get attacked by both sides.
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