I'll do my best to make cookies and snack cakes for everyone!
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Imperial Forum → Posts by Undeath
I'll do my best to make cookies and snack cakes for everyone!
Tortuga: Josh/Hardcore4eva
Gondor: Gondor
Jets R Us: Jets
DpenguinsRaper: Arby3
Straight Cash Homey: Thirdrock
Partaxians: AA
Nolio’s Sex Scandals: Evilsheep_Naked
Rebuilding Decade: Destroyyoutoo
D to the P EvilRunts: Evilrunt
G-Men!: Nolio
The Donkies (winner of the most fitting name award) Rizzy
Snuff: Snuff
Dpenguinsolio: Dpenguins
The Luck Is In: Undeath
This seems to be saying that every post Bara has ever made outside of the Roleplay forum should be deleted or moved to the correct forum.
The Market has been updated and now decimal bids are only possible for food.
Next to the clock that has GMT and week/year, throw in the end date.
Earth (GMT): 16:28 | Galaxy : Week *, * | Ends: 16:00 GMT ****
or
Earth (GMT): 16:28 | Galaxy : Week *, * | Ends: Week *,*
I know that everyone is supposed to know to check the announcements, but multiple people are still looking for this information every round, and this could be an easy tweak.
I think you're still missing his point Gwynedd. If at ANY point in the round it becomes HC, 1 super active player can have a massive jump and win the round
. Delaying it would do nothing but make said jump be bigger, and possibly allow for a short competition between 2 massive attackers.
I don't think this would change a thing other than level of new player frustration. Plus your idea that it wouldn't be hard to implement is nothing short of delusional. This suggestion isn't simple at all as it involves taking what we currently have is 1 map for all players that, and creating a constantly changing map that is unique for all players. Unless there is some capability in the new map that would allow this to be easily implemented (doubtful) it would take quite a bit of work. Even if it is easy to implement, I don't see the ROI.
Does the penalty for removing a bid (10% I think) not counteract this? Cash producers only see an advantage if the market doesn't fluctuate much. If it does they either sit their for ages waiting to get their resources, or they have to up their bids.
UD has a point
I'm going to save this forever
Put the "Construction Summary" and "Unit Statistics" info above the "Under Construction" section...and save all that scrolling ![]()
I just reload map and it works fine
Bombers having ground attack
^
this
It has never made sense to me that a bomber...that presumably drops you know...bombs....that has a 10% chance to hit its target somehow miraculously does 0 collateral damage.
Render wrote:btw, not sure if anyone mentioned it, but a good solution imo would be to dekrease the number of allowed ezplos/day as the round advanzes, so amount of planets per player wouldnt have any effekt at all and we save our brains from doing formulas.
To be more ezzakt, in a round of 6 weeks (1.5 months)
week 1 you are allowed to build 8 ezplos a day -> 56 + 8 initial
week 2 you are allowed to build 5 ezplos a day -> 35
week 3 you are allowed to build 3 ezplos a day -> 21
week 4 you are allowed to build 1 ezplo a day -> 7
Weeks 5 & 6 you arent allowed to build any ezplo.For finetuning:
* Lowest number of allowed explos shouldn't go below 2/day (for tactical reasons, sneaking in etc.)
* The decrease of explos one can build over time should be dependent to the length of the round and needs to be defined together with the galaxy settings.
* The time counter should NOT tick down from the first day of the round but from the first day the player JOINED the round. This way a late coming player, let's say in the 3rd week, has still a lot of disadvantages but at least he'll be able to build more explos and the family will see him much more like an asset (because he can build 8 explos/day while the family mates can only build 4/day).
The time counter would be wayyyyyyyyyyyyyyyyyy too easy to exploit. While it makes sense in theory to not put late joining players at a disadvantage, it would take approximately 2 days for someone to figure out that if they had an attacker delete and rejoin mid way through a round they could infiltrate like mad. Would be quite easy for an attacking family to intentionally blow up some planets (that do to these rules could become unrecoverable, particularly for less organized families) and have someone who joined 4 weeks late explore them, portal them, jump and own. It could also easily turn into families having players delete and rejoin in order to get expo boosts for eor planet counts.
What if rather than a sidebar that has everything in one place, we had 4 links that sent you to pages designated for attacking, empire, social, and map.
Would do away with Render's idea, but I'm not sure if it would be more or less functional for phones.
Taking away cfs would make starts slow as heck and would probably limit this race to only well organized families who would be able to take the early loss in income.
That being said, I'm all for new races. In my eyes custom races should be the the minority by far.
yeppers, you'll lose 30% mazz in non portaled planets
http://imperialconflict.com/wiki/index. … _attack.3F
If that's true guide needs to be updated!
I always thought this was a safeguard for people to make sure they're deleting the right buildings.
1. since it can't contain only capital letters
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Facebook says its your birthday. Have fun being older!
Xena is on netflix!
Official US Military Budget***
Oh, don't get me wrong the idea of space travel is great. Sadly I had to learn about the practical bits of space travel during 2 years living with future rocket scientist DYT...and I don't think you have even a small grasp on that ![]()
Do you have any idea how much it would cost to build a ship that would be able to hold a large amount of people indefinitely? Military budgets aren't actually infinite they just seem that way.
Example, the estimated cost of the ISS is $150 billion USD. The ISS can support 3 people indefinitely or 10 people for around a month before the oxygen regeneration units begin to get overworked. For the purpose of these calculations we'll double 3 assuming that they err on the side of caution.
So keeping 6 people in a relatively stationary unit costs $150 billion, we weren't talking about a space station you were talking about ships, so this isn't even taking into consideration fuel costs and maintenance to key engine bits.
So it takes $25 billion to keep 1 person in space indefinitely.
The US Military budget is just under $700 billion. If the US, one of the biggest military spenders in the world were to divert 100% of their funds to building a spaceship that could keep people in space indefinitely..... we could put 28 people in space a year.
Until we find a planet that we can confirm is hospitable to life and/or developing terraforming to the point of practicality, no this isn't a better idea than wars, starvation, etc. Space travel requires a huge amount of money and resources.... the few "space tourists" that have gone into space...barely outside our own atmosphere as generally it is an orbital trip....have all paid 20-40 million...for a single person. The price of space travel increases exponentially for each lb that needs to be carried out of orbit (I'm sure there is a threshold at some level where this isn't true, but I'm no rocket scientist) so the cost of just building 1 spaceship that could carry 1000 people into space would be astronomical...let alone the amount of fuel that would be needed to get to an inhabitable planet.
If we wanted to kill a bunch of people bullets are far cheaper.
Air Conditioner & incessant mouse clicking - my place of work and fellow employee
Imperial Forum → Posts by Undeath
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