FAQ  •  Register  •  Login

sub make uncapturable

<<

Obelisk

Citizen

Posts: 130

Joined: Fri May 07, 2010 1:11 am

Post Fri Jul 09, 2010 6:59 am

sub make uncapturable

i have notice that some ppl are not willing to do further upgrades on their resource due to the expensive price of upgrading above lvl15 and being captured by other players.
i suggest sub can't be capture as incentive to players. firstly, it allow players to upgrade their sub to full potential and stop abuse of ppl using multiple device to capture a sub. also it make upgrading above lvl15 attractive.
there are enough oasis for territories skirmish and also raiding a city can also provide resource with will be both beneficaial to the gameplay. rebuilding for players can also be speedup if subs can't be captured. this will make the game fair and frindly to players who is hesitant in spending money on this game.
<<

Adina329

User avatar

Veteran

Posts: 810

Joined: Fri May 28, 2010 11:28 am

Location: Australia

Post Fri Jul 09, 2010 12:10 pm

Re: sub make uncapturable

I believe the multiple device option has been fixed now.

I've been thinking of this myself and thought of the idea that perhaps only the main building levels would carry over, but your resource production levels would carry onto the next city that fits into the city slot that you lost.

There needs to be more options for players that aren't on 12 hours a day to defend themselves and their towns.

I also thought of the idea that like their are hidden attacks, perhaps there could be hidden resource oasis' too.
Accessible via 'entering' empty map spaces and having a lucky find of a level 8 or 9 crop oasis.
This would reduce the starving issue, at least.

Adina
Image
Adina329-Server5, Adina10-Server10, Adz12-Server12, Adina14-Server14,Adina28-Server28,Adina30-Server30
<<

Sameh

Banned

Posts: 449

Joined: Sun Jun 06, 2010 9:54 pm

Location: United Kingdom

Post Fri Jul 09, 2010 12:16 pm

Re: sub make uncapturable

I think that having capturable subs gives a more strategic aspect to the game. it makes you have to be careful on what you do, and how you do it.
Image

The Horsemen Cometh
<<

Anniah2

Citizen

Posts: 92

Joined: Fri Jun 11, 2010 3:46 pm

Post Fri Jul 09, 2010 2:21 pm

Re: sub make uncapturable

I guess capturing subs can work as a double-edged sword. It' good for adding a dimension of strategy but also, it can make coin-buyers quit. Consider this:

Based on experience: my alliance has take multiple subs from some of the top players (at that time) for declaring war against us.

It was definitely fun for us and them when we were warring: game of minds and strategy, winner takes all. What's at stake: The winner has bragging rights--- to them, they beat the top alliance, to us we keep our spot (which is really no biggie, we just like to play) and maybe capture subs to boot.

Now the problem with certain ambitious minds is poor planning and execution. In the end, the stronger wins and the other player or team succumbs and loses. We take the sub as prize, which is pretty demoralizing after all that smack talk about how they are the team that can knock us off. So the outcome? At least 3-4 top players who paid coins to get where they were quit almost immediately. Who knows if they moved on to a different server?

So yeah--- taking subs that they developed, that hurts. Some spent coins on enhance and that was stolen too. Some spent coins on upgrades and instant finish. Oh well...

Anything worth keeping is worth defending. If you like, you can keep a low profile and be a sitting giant. Hide your subs well if it is that good.

Another idea: only upgrade all buildings and leave the resources untouched if you're the type of player who likes to warp subs. This way, it doesn't hurt as much when it is taken away from you.

Also, people panic when their sub's about to be taken over. I tell this: If it's undeveloped, what's the big deal? It only takes 1k of each resource and u start with 800 each resource. Not much loss there. That, and you can find a better spot for it, or u have an extra city slot so you yourself can steal a branch city lol
Some will toil endlessly. Others will fail miserably. We know an alternative.
<<

Jtd08

User avatar

Marquis

Posts: 459

Joined: Wed May 05, 2010 8:58 pm

Post Fri Jul 09, 2010 2:48 pm

Re: sub make uncapturable

I also agree that subs should be capturable because it adds and aspect to the game not alot of gammes have
Image
<<

SpearsInk

User avatar

Veteran

Posts: 622

Joined: Thu Apr 15, 2010 5:47 pm

Location: Canada

Post Fri Jul 09, 2010 5:56 pm

Re: sub make uncapturable

This should be in suggestions :)

moved
Ex Forum Mod
Ex Expert
<<

Obelisk

Citizen

Posts: 130

Joined: Fri May 07, 2010 1:11 am

Post Fri Jul 16, 2010 8:13 am

Re: sub make uncapturable

i like subs being capturable, but the fact is high price being put on upgrades above lvl 15, making it not such a good idea, unless, the price tag is on mc only and that means its a 1 time payment, think of it this way, to fully upgrade 1 particular resource from lvl15-20 with speedup and all 4 fully upgrade, will cost roughly 100usd, furthermore when u have 4-5 subs, the cost is unimaginable. basically it will cost around 2800usd to upgrade 7 city. the fact that a fully upgraded subs means it cost nearly 400usd, and if captured will put off any coin paying players. unless of course the payment is done on mc only and that means subsquent subs only need the resource required and time spent to upgrade as loss, but not the the coin aspect of it. then it will make it more viable for sub to be capturable. also we need to think in terms of kids who are playing this game, are they able to afford this high cost? what will their parents said? it will make mor ppl quit that any other thing. haypi want to make more $ can be understood, but they can make it better when they think of consumer. they need to think of spending power for different category of player. haypi can earn more from enhanc and speedup than other things
<<

Shadetale

King

Posts: 3057

Joined: Thu May 06, 2010 1:44 am

Location: New York City

Post Fri Jul 16, 2010 1:01 pm

Re: sub make uncapturable

If you don't want your city taken, defend it well.

It's a way for the people who don't pay coins to get fully upgraded cities. If you didn't defend it well, that's your fault it's gone
Shadetale wrote:Everyone is entitled to their opinion, no matter how misguided, misinformed, or misunderstood it may be... :/
Former Forum Moderator
Former Expert
<<

Obelisk

Citizen

Posts: 130

Joined: Fri May 07, 2010 1:11 am

Post Mon Jul 19, 2010 11:39 am

Re: sub make uncapturable

shade, can u explain what u mean by defending well? fyi, all my cities are equipped with lvl10 turrets. but do u think it will be enough for determined sub stealer? nowadays, army in the region above 10k cats army is so common, u need to explain urself clearly in this. unless u have a better suggestion. also this is a game, why do we need to revolve our life on this game? do u not work , study or even sleep? so tell me, how u defend it around the clock. there is more than enough glitch in this game, no need more ways for u to loss more.
<<

Shadetale

King

Posts: 3057

Joined: Thu May 06, 2010 1:44 am

Location: New York City

Post Mon Jul 19, 2010 2:29 pm

Re: sub make uncapturable

Well usually people only want to steal subs if their

fully upgraded
or you angered them or their alliance
so if you have Level 10 turrets, try not to anger people.
prevention is the best defense
so try not to get too many vendettas against yourself :D
Shadetale wrote:Everyone is entitled to their opinion, no matter how misguided, misinformed, or misunderstood it may be... :/
Former Forum Moderator
Former Expert
Next

Return to Suggestions

Who is online

Users browsing this forum: No registered users and 11 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.