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Conquest: Ninjaworld - Printable Version +- CDBZ Archive (http://alex.zulenka.com) +-- Forum: Out of Character Forums (http://alex.zulenka.com/forumdisplay.php?fid=8) +--- Forum: Other Games (http://alex.zulenka.com/forumdisplay.php?fid=26) +---- Forum: Conquest Minigame (http://alex.zulenka.com/forumdisplay.php?fid=56) +---- Thread: Conquest: Ninjaworld (/showthread.php?tid=14200) Pages:
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Conquest: Ninjaworld - Pinky - 05-21-2009 Here's the latest version of the Ninjaworld settings that we'll be using for the next round of Conquest. Quote:Broken Leaf. +10% Offense, +20% SpyingThree teams with 10% in O/D and 20% in Income/Intel, split three different ways. Quote:Nation is changed to "Village"Some name changes Quote:150AP max capacity. (12:30 worth of time) Quote:1AP to perform "Recruit Troops" Quote:-Beginner's Resources- Quote:--Weapons Quote:--Offense Conquest: Ninjaworld - Kaden - 05-21-2009 4% seems like a very specific number for attack error. Why have it at all at that point? Conquest: Ninjaworld - Jack - 05-21-2009 So you CAN change names of stuff. WAFFURUUUUUUUUUUUUUUUUUUUUUUUUUUU! I agree with teh 4 percent concern Conquest: Ninjaworld - Kaden - 05-21-2009 It's not a concern. Just a question. Given Rod, I assumed that 4% was a specific choice instead of a random number. Conquest: Ninjaworld - Jack - 05-21-2009 Oh, that doesn't mean your troops have to be within 4% of the opponents. I read it wrong. Conquest: Ninjaworld - Pinky - 05-21-2009 In terms of each team's natural bonuses, O/D are apparently much more important than Income/Intel which is why O/D bonuses are only half that of Income/Intel. The team's O/D values are set into a close a balance as possible, without each team being copy/pasted from the same template. Leaf and Sand teams obviously negate each other's bonus. As for Leaf vs Mist, the 5% Def bonus from Mist brings the Leaf's Off bonus down to net 5% while the Mist also has a 5% Off bonus vs the Leaf's 0% Def bonus. The inverse is also true for Sand vs Leaf. It's not a case of rock-paper-scissors as much as a Mexican standoff. Of course, O/D bonuses only work on items so item management will be the critical factor that tips the balance between individual players. The Income/Intel bonuses are much more influential on play styles than the O/D bonuses. Leaf team's spying bonus gives them the strongest intel so they have the best chance at spotting targets. Combined with spies being very expensive, attacks only consuming 2 turns, high loot-per-troop rates, and gold/cycle producing (base) 240G an hour per player, successful raids will be productive. This comes at the cost of having the worst defense, so making Leaf team into the softest target for the other two teams. Mist team's high income bonus will make lazy players into high-value targets for the other two teams, getting much more gold/hour as well as 2.4gold/troop rather than 2gold/troop when using the Income ability. But, this is a low-troop game which limits Income, and high-end items are very expensive, making the #1 income bonus very important. Sand team is the most defensive, and in previous rounds it has been the best way to play. In this round offense has been made very lucrative. If Sand players stay defensive for too long it simply allows the Leaf and Mist teams to farm all the gold from each others' lesser players, while the defensive players will only have their own gold to spend. Strong defense will be good early on, but its effectiveness will shrink as time goes by. Conquest: Ninjaworld - Pinky - 05-21-2009 Kaden Wrote:4% seems like a very specific number for attack error. Why have it at all at that point?I'm pretty sure the randomization works on both players so, if the numbers for both players are close it's about a 8% total difference. Setting it to 10% actually resulted in a combined 20%ish possible change in battle power, which was kinda lame. This way it's enough to foil attempts at razor-edge attacks but not throw the game on its head. Conquest: Ninjaworld - Kaden - 05-21-2009 Rod Hardwood Wrote:I'm pretty sure the randomization works on both players Just for verification, it definitely does. Conquest: Ninjaworld - John Doe - 05-21-2009 Looks good. Very Ninja-ish. Conquest: Ninjaworld - Waffuru - 05-21-2009 I'm not changing the names of anything. Conquest: Ninjaworld - Jack - 05-21-2009 own'd Conquest: Ninjaworld - Waffuru - 05-22-2009 Josh can though. Conquest: Ninjaworld - Jack - 05-24-2009 So apparently this has started. Don't know what the bullshit is about building up your forces THEN telling everyone else the round has begun. Conquest: Ninjaworld - Pinky - 05-24-2009 No, it hasn't really started. All of the stuff is set up, but there's going to be an official reset around midnight EST so anything you do now will be undone then. I'm having trouble getting hold of both Josh and Waff and they didn't give me admin access to the forum so I could do it myself, though, so we'll just wait and see if the reset actually happens at midnight. Conquest: Ninjaworld - Jack - 05-24-2009 Oh, ok. That's like 5 mins from nao Conquest: Ninjaworld - Pinky - 05-24-2009 Josh and Waff are both afk, so we'll see what happens. :/ Conquest: Ninjaworld - Jack - 05-24-2009 owned Conquest: Ninjaworld - Pinky - 05-24-2009 here's hoping someone gets back before the turn of the next hour at least :[ Conquest: Ninjaworld - Jack - 05-24-2009 you gots TEN MINUTES BOAHAHAHAH Conquest: Ninjaworld - Pinky - 05-24-2009 looks like we might have to wait until at least tomorrow, maybe monday. this is just a dryrun for the ninjaworld round, i guess. |