05-21-2009, 10:28 AM
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.
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.

