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Thread: Nation Wars Redemption V2.1

  1. #1

    Default Nation Wars Redemption V2.1

    Just a few changes for the June round:

    Market Times - The random arrival times have been changed back to 3-6hrs.

    Food/Oil Prices - Both resources have been set to 110.00 max sell price.

    Food/Oil Values - These have been adjusted slightly. I think farmer is getting back to where it needs to be.

    Market Analysis - New charts have been added to reflect market activity. You can select how may days back you wish to view. This will show you market trends for sales and prices for everything sold on the Public Market. I still have a little bit of work to do on it, but for the main part it is fully functional.
    Last edited by Mr President; 05-30-2014 at 15:40.

    "You counted on America to be passive... You counted Wrong!"

  2. #2
    Join Date
    Feb 2008
    Location
    ESTONIA!
    Posts
    196

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    What about lvl 12 spies or bombers? Still possible or only lvl8?
    [4:06:20] Pavel:
    Stepps : Always a good idea to try and get atleast 1 Estonian in your nation instead of what we got

  3. #3
    Join Date
    Dec 2008
    Posts
    385

    Default

    Good Job MrP!! Thanks for keeping the game fresh!

    I have one question, if market times are at 3-6 hours...then how the hell are we gonna feed? :d

  4. #4
    Missionary Guest

    Default

    ya just gotta sit on the computer refreshing for a longer period

  5. #5
    Join Date
    Mar 2008
    Posts
    901

    Default

    I'm going to continue my rant on the food/oil and inf/tanks on this topic as well.
    Last set, before the wars, there were 2 oilers + some mixed strategy states, who had oil rigs. Those 2 oilers lubricated the whole game easily. Too easily, so one of the oilers switched strategies. There was a possibility that there might not be enough oil on the market on the last few days, but that one oiler took the chance.
    That one oiler had over 20k land. That's more than 1 million oil per turn. That's like 200m oil per day. That's a huge amount. People were buying oil with quantities ranging from 1m to 20m. You can't succesfully play oiler this way. You need your money, you need it now (or in 12h), but you just can't be competitive if it takes days.
    Farmers had it even worse, so I'm not even going there.
    So current situation - play farmer/oiler when you just want to expand/sell/buy ships at the end. 150m/200m nw should be ok. But you can not win a set with oiler/farmer.

    Question - should you be able to win a set as a farmer/oiler? Should you be able to win with normal strategy proportions? Normal proportions mean that there are enough indies/cashers/oilers/techers/farmers. this means that you aren't just winning because you are the only state running that particular strategy.

    If oiler/farmer are meant for expanding states and not competitive states, then I guess it's okay and do not read any further.

    But if all strategies are meant to be competitive, then oiler/farmer need a change. Shouldn't increase production. The resources aren't selling anyway. Reduce production/increase price? Increase demand?
    Is our playerbase big enough to just tweak some constants and get things right?
    I personally don't think so. We do not have enough players. One set we will have too few oilers, next set we have a flood of oil.
    I think we should remove one of the strategies. Or basically merge them into one strategy (see the thread in suggestions subforum) so they can switch their production just like indies change their production. The latter one would be better, because mr president likes his oil.

    Now to my second favorite subject: ground units.
    Why on earth are there two of those. Just because there would be a reason to have both food and oil? The food demand is big enough. Last set the units I had consuming primarily food were spies. And still my food demand was 1/3 of oil demand.
    infantry and tanks create confusion. On a set where there are not enough indies, there will be a situation when you can't get either of those, or according to Murphy you would get the unit you didn't upgrade.
    Before the oil/food nobody used tanks anyway. Now there's a dilemma. Lets lose the dilemma and lose one of those units. If you don't want to lose tanks because you want tanks to be in your game, then rename some of the infantry upgrade levels to be related with tanks. Like level 8 to be Infantry with tank support or what have you.


    Summary:
    merge oiler/farmer
    lose tanks

  6. #6

    Default

    Quote Originally Posted by zaxZ View Post
    What about lvl 12 spies or bombers? Still possible or only lvl8?
    Level 12 Spies and Bombers have been removed. Only Jets can receive Level 12.

    Quote Originally Posted by blaa View Post
    I'm going to continue my rant on the food/oil and inf/tanks on this topic as well.
    Last set, before the wars, there were 2 oilers + some mixed strategy states, who had oil rigs. Those 2 oilers lubricated the whole game easily. Too easily, so one of the oilers switched strategies. There was a possibility that there might not be enough oil on the market on the last few days, but that one oiler took the chance.
    That one oiler had over 20k land. That's more than 1 million oil per turn. That's like 200m oil per day. That's a huge amount. People were buying oil with quantities ranging from 1m to 20m. You can't succesfully play oiler this way. You need your money, you need it now (or in 12h), but you just can't be competitive if it takes days.
    Farmers had it even worse, so I'm not even going there.
    So current situation - play farmer/oiler when you just want to expand/sell/buy ships at the end. 150m/200m nw should be ok. But you can not win a set with oiler/farmer.

    Question - should you be able to win a set as a farmer/oiler? Should you be able to win with normal strategy proportions? Normal proportions mean that there are enough indies/cashers/oilers/techers/farmers. this means that you aren't just winning because you are the only state running that particular strategy.

    If oiler/farmer are meant for expanding states and not competitive states, then I guess it's okay and do not read any further.

    But if all strategies are meant to be competitive, then oiler/farmer need a change. Shouldn't increase production. The resources aren't selling anyway. Reduce production/increase price? Increase demand?
    Is our playerbase big enough to just tweak some constants and get things right?
    I personally don't think so. We do not have enough players. One set we will have too few oilers, next set we have a flood of oil.
    I think we should remove one of the strategies. Or basically merge them into one strategy (see the thread in suggestions subforum) so they can switch their production just like indies change their production. The latter one would be better, because mr president likes his oil.

    Now to my second favorite subject: ground units.
    Why on earth are there two of those. Just because there would be a reason to have both food and oil? The food demand is big enough. Last set the units I had consuming primarily food were spies. And still my food demand was 1/3 of oil demand.
    infantry and tanks create confusion. On a set where there are not enough indies, there will be a situation when you can't get either of those, or according to Murphy you would get the unit you didn't upgrade.
    Before the oil/food nobody used tanks anyway. Now there's a dilemma. Lets lose the dilemma and lose one of those units. If you don't want to lose tanks because you want tanks to be in your game, then rename some of the infantry upgrade levels to be related with tanks. Like level 8 to be Infantry with tank support or what have you.


    Summary:
    merge oiler/farmer
    lose tanks

    Before we were killed last set, we couldn't produce enough food. The only time mine sat on the market for any lengths of time is when everyone was undercutting.
    Farmer took a hit when Oil came into play. We knew it would, but we needed to start somewhere. Each set we tweak things and I believe it gets better. I like the idea of combining farmer/Oil and Science into one "Resource" strat. I set things up on a test server and really like the way it's working. However, EVERYTHING in the game has to be changed. I didn't realize how much change would be needed until I got into things. Will the merge happen, Yes... But it will be a while.

    As for Tanks and Bombers. I am still seriously considering having just one unit for each. Spies, Infantry, Jets and Ships. I really don't see any other way of making tanks and bombers useful at this time. Maybe in the future we can figure something out and bring them back but I think I think they are coming to the end.

    Summary:
    merge oiler/farmer - Will happen in near future
    lose tanks- Will happen along with bombers

    "You counted on America to be passive... You counted Wrong!"

  7. #7
    Join Date
    Mar 2008
    Posts
    901

    Default

    Awesome, this is like music to my ears, if I'd like music.

    Back to jets/bombers/sams. You mentioned you'd only keep jets eventually. Later you implied to remove tanks and bombers. No mention of sams. Will sams be kept in with jets? Because I don't see how sams and jets are overlapping. One is strong for defence, other one is weak but you can use it to attack and defend. So I think jets and sams will be kept in?

  8. #8

    Default

    Yes, SAMS will stay. I accidentally left them out. But was mainly speaking of attack units.

    I was thinking that we should just have one of each of the forces.

    Intelligence - Spies
    Ground Forces - Infantry
    Air Forces - Jets
    Naval Forces - Ships

    and SAMS would remain. Not sure that we need 2 of each of the forces like we have now. (except ships)

    The other option I thought of was, remove bombers and Tanks but add Turrets as a defensive unit for ground forces. There are a lot of things we can do or try. The game is small, the sky is the limit

    "You counted on America to be passive... You counted Wrong!"

  9. #9
    Missionary Guest

    Default

    with the whole oiler, farmer problem. why not just merge the nation tech for oiler and farmer so they are under 1 tech option. both would get the bonus and you can still build on farmer and oil as seperate buildings to increase production. this way the lack of one would make it far easier to switch to the other as demand changes within the set.

  10. #10

    Default

    Quote Originally Posted by Missionary View Post
    with the whole oiler, farmer problem. why not just merge the nation tech for oiler and farmer so they are under 1 tech option. both would get the bonus and you can still build on farmer and oil as seperate buildings to increase production. this way the lack of one would make it far easier to switch to the other as demand changes within the set.
    We could do that. The only reason they are separate right now was to help the techer strat.

    "You counted on America to be passive... You counted Wrong!"

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