Phoenix King | Wednesday, May 16, 2012 - 04:07 am I think it would help create more long term players and help keep beginning players out of red while they start the game, one of the first things i notice is that they start a army and they want to conquer but the upkeep for the army goes right through the beginners income booster. Instead of starting at 33B per month I think it should start at 50-60B and last 2 times as long. |
Andy | Wednesday, May 16, 2012 - 03:13 pm The current income booster is quite large compared with the income of the country itself. we can increase it but it already gives a false impression of income and cost. Instead, we think it should be lower and instead, new players receive large gifts of free money when they log in. They also receive population boosts. These amounts could continue for a longer period and could increase. Building an army, you have spending for weapons and ammunition that do not show on the income and cost report but rather show on the cash report as a one time cost. This is also where these gifts are coming in and they help to compensate for the cost. unfortunately, some new players spend a fortune on the army. Much more than is reasonable to provide them as gifts. |
Marshal Ney | Wednesday, May 16, 2012 - 06:49 pm I would hope that that they would still be limited to a max of 2 per day? Some players don't have the time or ability to log in every new game month. Or else tied into a reward system for reaching certain benchmarks in the game. |
Xyooj | Wednesday, May 16, 2012 - 11:55 pm agreed, why not let every player start with say $10T with a blank country. they can do whatever they want. have a space that show their cashflow right on their main screen. the financial statements currently on simcountry does not give a player his cashflow standing, so difficult to know how much you have left. there are already cost units allocated to the items that the player wanted to buy, so if i bought 1000 anti tank missiles at $2.65M then that $2650M is taken out from my $10T. keep it simple, like in simcity. when you run out of cash then you have to wait for more cash to be generated from your corporations, taxes, etc... just provide guidelines, don't make requirements. such as i need this and that for an land army or air army. if i don't meet that requirements then i can't build a unit. why such ridiculous notions that i can't move my fortifications around when i'm at war, or move my population...what's the logic behind these? |
SadHappySucker | Thursday, May 17, 2012 - 01:27 am It's ridiculous that you can't build a huge object out of concrete and metal and move it around as and when you want? =S |
robmcmanus1 | Thursday, May 17, 2012 - 02:09 am I think the current mix of random prizes gives new folks an idea of what factors are important for the game and the country. Population, cash, specific weapon types. If you're curious, you'll ask smarter questions after you see these gifts and learn the game faster. Just my two cents. |
Phoenix King | Thursday, May 17, 2012 - 02:36 am "why such ridiculous notions that i can't move my fortifications around when i'm at war, or move my population" Xyooj That statement was ridiculous in itself, if you do not see why than i can not help you. |
Phoenix King | Thursday, May 17, 2012 - 03:37 am we think it should be lower and instead, new players receive large gifts of free money when they log in. They also receive population boosts. Andy i thinks its cool but they need to be larger, starting a good army takes between 5T and 10T, buying high quality ammo and weapons and than training the units with upgrades. new players start of with only 2T or less and with all the gifts its still not enough. |
Andy | Thursday, May 17, 2012 - 10:10 am We will keep the gifts at 2 per day but may increase their size and total number. Starting a country at 5 or 10 T will reopen the cheat game we had before. |
Xyooj | Thursday, May 17, 2012 - 10:38 am @phoenix, if you could please kindly provide your logic on not being able to move forts, populations, etc...when you're in a war? in the real world, these doesn't happen? @andy, so the cheat holes never been covered? how do they do it anyway since the GM controls most of the variables of the games? |
Andy | Thursday, May 17, 2012 - 11:31 am Moving a fort or a city does not happen in real life. not in war and not in peace time. Moving them in war while an enemy is invading is unfair. you could then move all your cities and forts and military bases to a far corner and prevent anyone from damaging your assets. if this is you best setup, do it before the war starts. |
Xyooj | Thursday, May 17, 2012 - 12:04 pm okay, then the population, fort, etc.. can be sitting ducks for the enemy. thanks |
Phoenix King | Thursday, May 17, 2012 - 06:24 pm Move entire forts and cities really xyooj not even the USA can move an entire base or fort during a war this takes months or years to do. |
Marshal Ney | Friday, May 18, 2012 - 01:19 am Population and fortifications are usually targets, no matter where you put them. But you can deploy garrisons to them, and you can move your defensive forces (well hopefully you can). IRL the population doesn't usually move until the attack is already underway or imminent - and then not always allowed to move - sometimes by one side, sometimes the other. At least in a town or city they have some kind of protection, as opposed to being in an open field, and strafed or bombed. Not sure if war damage has an effect on migration index. If so, that would be the smart ones, no? |