Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
|
WHOA
Dec 14, 2008 20:31:19 GMT -5
Post by Orangutan on Dec 14, 2008 20:31:19 GMT -5
Y'see, you can only have two supers per base, right? So, early on, a wildlife could only rush after getting two supers. Not much of a rush.
|
|
Muffin Man
Fiery Bulblax
Lord of the Random Spectralids
Posts: 707
|
WHOA
Dec 14, 2008 20:33:11 GMT -5
Post by Muffin Man on Dec 14, 2008 20:33:11 GMT -5
Atually, I think it's 3 supers max at a base.
|
|
|
WHOA
Dec 14, 2008 21:02:11 GMT -5
Post by Water Dumple on Dec 14, 2008 21:02:11 GMT -5
Atually, I think it's 3 supers max at a base. Yup. By the way, Hachi mentioned to me that there needs to be some advantage for being spread out or disadvantage for being close together. At the moment, there's little reason why you shouldn't plop three bases down all right next to each other and basically make a huge insanely hard-to-destroy stratofortress. Making it hard to attack people at a distance is definitely not enough of a penalty.
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
WHOA
Dec 14, 2008 21:06:12 GMT -5
Post by Waffle-SS on Dec 14, 2008 21:06:12 GMT -5
Uh, I dunno. Make it so bases can't be that close together, or make it so only one base can be involved in an attack at a time?
|
|
|
WHOA
Dec 14, 2008 21:07:34 GMT -5
Post by Water Dumple on Dec 14, 2008 21:07:34 GMT -5
Well, it means that if you attack one base, all the troops will just shift to the one being attacked and it'll be impossible to get in without insane full-power ally assistance.
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
WHOA
Dec 14, 2008 21:12:25 GMT -5
Post by Waffle-SS on Dec 14, 2008 21:12:25 GMT -5
Right...
Lowered troop gain for close-together bases? Either because you've exhausted the supplies of creatures there, or they're scared off by the large fortress?
|
|
|
WHOA
Dec 14, 2008 22:02:07 GMT -5
Post by Water Dumple on Dec 14, 2008 22:02:07 GMT -5
There's a thought...maybe -5,000 troops for a base in the same area, and a third in the same area has -10,000. Perhaps another advantage as well, since that's only going to affect the base crammer later on in the game.
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
WHOA
Dec 14, 2008 22:06:24 GMT -5
Post by Waffle-SS on Dec 14, 2008 22:06:24 GMT -5
Yeah, a troop count or troop cap decrease would help balance the turtles. It would make them much easier to assault. Maybe even a lost project slot on the last one in the same area.
|
|
|
WHOA
Dec 14, 2008 22:14:53 GMT -5
Post by Water Dumple on Dec 14, 2008 22:14:53 GMT -5
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
WHOA
Dec 14, 2008 22:18:35 GMT -5
Post by Waffle-SS on Dec 14, 2008 22:18:35 GMT -5
Cool. So, yes on the project slot drop for the thrid close base?
|
|
|
WHOA
Dec 14, 2008 22:20:08 GMT -5
Post by yoshimaster on Dec 14, 2008 22:20:08 GMT -5
Scenario Hoctatian
Spends 70 petals on 2 iron Builds 2 60 day factories 2 20 day tanks 2 30 day upgrades
Wildlife
Build 3 60 day supers 3 Tanks
20 days pass
Scenario Hoctatian
230 Petals
Spend 140 petals on 4 iron
90 petals 2 iron
Builds 2 40 day factories 2 20 day tanks 2 10 day upgrades
Has 2 20 day tanks 2 20 day defenses
Wildlife
200 petals Spends 25 on iron 175
0 iron Build 3 40 day supers 3 20 Tanks
Have 3 20 day tanks
20 days pass
Scenario Hoctatian
430 Petals
Spend 140 petals on 4 iron
150 petals 2 iron
Builds 2 20 day factories 2 20 day tanks 2 10 day Tanks (-10 day overlap)
Has 6 20 day tanks 2 20 day defenses 2 30 day troop upgrades
Wildlife
375 petals Spends 75 on iron 300
0 iron Build 3 40 day supers 3 20 Tanks
Have 6 20 day tanks
20 days pass
Scenario Hoctatian
230 Petals
Spend 140 petals on 4 iron
150 petals 2 iron
Builds 2 20 day factories 2 20 day tanks 2 10 day Tanks (-10 day overlap)
Has 6 20 day tanks 2 20 day defenses 2 30 day troop upgrades 2 60 day factories
Wildlife
500 petals
0 iron Build 6 30 upgrades
Have 9 20 day tanks 3 60 day supers
WILDLIFE ATTACKS HOCTATE
Battle will be judged on 3 categories
Troops (Duh)
Machines & Defenses (Duh)
Superpowers (Spaceships & supers)
JUDGE'N
Troops The Hoctatians will on average have about 4 troop types by now so 2 with their upgrade will be a bit better but wildlife troops are better then the hoctatian un-upgraded troops will be weaker
Results: TIE
Machines & Defenses
Lets call the hoctatian machine advantage + 5 days each. Plus lets call defences +5 days VS. machines Totaled the gives wildlife 10 day advantage
Results: WILDLIFE!
Superpowers Hoctatians have nothing, Wildlife have 60 days
Results:WILDLIFE
Scores: (Ties are +1 to each side)
Hoctatians: 1
Wildlife: 3
WILDLIFE WINS
Plus look at final petal count: Wildlife: 500 vs. Hoctatian 230
This used a classic hoctatian start and a wildlife blitz start.
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
WHOA
Dec 14, 2008 23:23:36 GMT -5
Post by Waffle-SS on Dec 14, 2008 23:23:36 GMT -5
Thats kinda an obvious win. The Hoc spent 2 project slots on factories. The Wildlife didn't. Of course he'd win. Also, 6 Hoc Tanks and 2 Hoc deffenses beat 9 Wildlife Tanks of the same length. If the Hoc wanted, he could just of easily built 3 60-day tanks to counter the Supers.
|
|
Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
|
WHOA
Dec 14, 2008 23:26:17 GMT -5
Post by Hachi on Dec 14, 2008 23:26:17 GMT -5
While I admire that you have taken time to come up with your case, it is flawed, Yoshi.
You forgot that ammo will have to be researched for these Wildlife machines, slowing that blitz attack and allowing Hoco factories more time to take effect.
Secondly, there's still the matter of scouting, at least 10 days for being in the same area. It'll be even more, up to 20 days, if you're far away. Then the matter of getting to the Hoco base will also be 10-20 more days. That's gives quite a bit of time for preparation. While Wildlife is traveling to attack, the defending Hoco. gets a bonus of 60-120 days with their projects working during that time.
Finally, the most important part, you assume that Hocotatian have but one choice in how they do their project. There's no reason for the Hocotatian to build two 60 day factories, two machines and two troop upgrades. It could have been four base defenses like what Bulbmin is doing.
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
WHOA
Dec 14, 2008 23:35:56 GMT -5
Post by Waffle-SS on Dec 14, 2008 23:35:56 GMT -5
Also, what Hachi said.
...
This game favors the defense quite a bit.
|
|
Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
|
WHOA
Dec 14, 2008 23:39:08 GMT -5
Post by Hachi on Dec 14, 2008 23:39:08 GMT -5
I have noticed that. We have the 150% protection for defense as well.
I'm trying to think of a way to make seizing control of certain areas be vital to trade.
|
|