Post by NetherFreek on Apr 21, 2016 17:34:18 GMT
Hi all,
This is a wip on how to reduce salt in the tw's. When there are new rules created, there are also shortcuts to these rules. We need to take down these shortcuts as much as possible.
In this thread we list down all those shortcuts and we will need to work together to take down that shortcut.
List of salty material:
1. Active members will always win (solved)
2. People pretend their country has a huge army (solved)
3. People pretend their country has the best tech in the whole world (solved)
4. People pretend they can conquer huge amounts of land in 1 attack (solved)
5. People break alliances and then blitzkrieg that country (solved)
6. People select neighbouring countries and then make one OP-block (solved)
7. People are moving to the other side of the world in one turn (solved)
8. People invades neutrals with way too low numbers (solved)
9. People are using too low numbers to attack other players (UNSOLVED)
10. A country gets attacked by all other countries that isnt in his alliance (UNSOLVED)
11. Navy units are unclear (UNSOLVED)
12. People dont lose troops after attacking (UNSOLVED)
In depth issues:
1. Active members will always win
Problem: a country can always react and attack when he wants. Less active members will always lose cause they doesnt react every single moment
Solutuon: there is a turn limit of 3 turns per day
Revised: there is a turn limit of (mostly around) 7 turns per phase. This can change with economic techs
2. People pretend theur country has the biggest army
Problem: people decides themself how big their army is. So theoretically luxembourg can have a bigger army then china
Solution: you get 1 troop for every turn you spend on recruting
Revised: you get 1 troop per province for every turn you spend on recruting
3. People pretends their country has the best technology
Problem: people are attacking eachother with low numbers with as reason they have high tech
Solution: there comes a tech-tree
4. People pretends they can conquer huge amounts of land in 1 turn.
Problem: people take over the half of a country after a single attack
Solution: there comea provinces. Every provinces need 3 turns to be destroyed
5. People break alliances and then blitzkrieg that country.
Problem: People break alliances and then blitzkrieg that country,
Solution A: alliances are pre-set. You cant break them
Solution B: after breaking alliances, you cant attack the other country for 2 turns
6. People select neighbouring countries and then make one OP-block
Problem: people are selecting two neighbouring countries and combine their forces. The enemy country doesnt have a single chance.
Solution: you cant take neighbouring countries, you cant combine troops cause of strict supply rules.
7. People are moving to the other side of the world in one turn
Problem: People are moving to the other side of the world in one turn
Solution: you need 1 turn for every allied country you are moving through. There comes a sea list for movement through sea. Also the amount of troops you can send at once is limited
8.People invades neutrals with way too low numbers
Problem:People invades neutrals with way too low numbers
Solution: invading neutrals costs a 7, regardless of anything
9. People are using too low numbers to attack other players
Problem: people are using 6es although the other country has a higher BP. This comes because people are too lazy to research the BP of the enemy country and because the enemy country usely doesnt state his BP clear
10. A country gets attacked by all other countries that isnt in his alliance
Problem: a country gets gangbanged on all sides. He doesnt make a chance to like 5 other countries and gets destroyed
Solution: -
11. Navy units are unclear
Problem: navy units are unclear to everybody. Nobody knows how they need to use it and what it is for.
Solution: -
12. People dont lose troops after attacking
Problem: after fights people dont see the need to notice the enemy and their own losses. They simply dont lose troops at all.
Solution: -
This is a wip on how to reduce salt in the tw's. When there are new rules created, there are also shortcuts to these rules. We need to take down these shortcuts as much as possible.
In this thread we list down all those shortcuts and we will need to work together to take down that shortcut.
List of salty material:
1. Active members will always win (solved)
2. People pretend their country has a huge army (solved)
3. People pretend their country has the best tech in the whole world (solved)
4. People pretend they can conquer huge amounts of land in 1 attack (solved)
5. People break alliances and then blitzkrieg that country (solved)
6. People select neighbouring countries and then make one OP-block (solved)
7. People are moving to the other side of the world in one turn (solved)
8. People invades neutrals with way too low numbers (solved)
9. People are using too low numbers to attack other players (UNSOLVED)
10. A country gets attacked by all other countries that isnt in his alliance (UNSOLVED)
11. Navy units are unclear (UNSOLVED)
12. People dont lose troops after attacking (UNSOLVED)
In depth issues:
1. Active members will always win
Problem: a country can always react and attack when he wants. Less active members will always lose cause they doesnt react every single moment
Solutuon: there is a turn limit of 3 turns per day
Revised: there is a turn limit of (mostly around) 7 turns per phase. This can change with economic techs
2. People pretend theur country has the biggest army
Problem: people decides themself how big their army is. So theoretically luxembourg can have a bigger army then china
Solution: you get 1 troop for every turn you spend on recruting
Revised: you get 1 troop per province for every turn you spend on recruting
3. People pretends their country has the best technology
Problem: people are attacking eachother with low numbers with as reason they have high tech
Solution: there comes a tech-tree
4. People pretends they can conquer huge amounts of land in 1 turn.
Problem: people take over the half of a country after a single attack
Solution: there comea provinces. Every provinces need 3 turns to be destroyed
5. People break alliances and then blitzkrieg that country.
Problem: People break alliances and then blitzkrieg that country,
Solution A: alliances are pre-set. You cant break them
Solution B: after breaking alliances, you cant attack the other country for 2 turns
6. People select neighbouring countries and then make one OP-block
Problem: people are selecting two neighbouring countries and combine their forces. The enemy country doesnt have a single chance.
Solution: you cant take neighbouring countries, you cant combine troops cause of strict supply rules.
7. People are moving to the other side of the world in one turn
Problem: People are moving to the other side of the world in one turn
Solution: you need 1 turn for every allied country you are moving through. There comes a sea list for movement through sea. Also the amount of troops you can send at once is limited
8.People invades neutrals with way too low numbers
Problem:People invades neutrals with way too low numbers
Solution: invading neutrals costs a 7, regardless of anything
9. People are using too low numbers to attack other players
Problem: people are using 6es although the other country has a higher BP. This comes because people are too lazy to research the BP of the enemy country and because the enemy country usely doesnt state his BP clear
10. A country gets attacked by all other countries that isnt in his alliance
Problem: a country gets gangbanged on all sides. He doesnt make a chance to like 5 other countries and gets destroyed
Solution: -
11. Navy units are unclear
Problem: navy units are unclear to everybody. Nobody knows how they need to use it and what it is for.
Solution: -
12. People dont lose troops after attacking
Problem: after fights people dont see the need to notice the enemy and their own losses. They simply dont lose troops at all.
Solution: -