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 Post subject: RIMPs
PostPosted: Mon Sep 12, 2011 22:06 
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Proposed system:
- Can not invest directly into RIMPs
- RIMPs are the sum of the KIMPs in the realm
- Improvement formulas are cut in half
- Kingdoms receive no benefit from RIMPs while in protection
- Kingdoms receive double benefit from KIMPs while in protection (same formula as now)


Other Benefits:
- Imp whores are reduced (since they are forced to effectively invest 50% into kd)
- When a kingdom deletes, restarts or defects, their imps automatically go away
- Adding other players mid-round doesn't destroy RIMPs (if the player has invested into his own kingdom).
- Restrictions on investing into realm are removed
- It's simpler


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 Post subject: Re: RIMPs
PostPosted: Mon Sep 12, 2011 22:42 
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Posts: 335
whats wrong with the current system?
sure "imp whores" is a viable alternative strategy

slower at start - sacrificed for better end game :)

its a fine change
dont like the when kingdom dies or goes away his rimps goes with him
but i suppose it would have to



just didnt realize there was a problem
if summats not broken why fix it?

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 Post subject: Re: RIMPs
PostPosted: Mon Sep 12, 2011 23:34 
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zxektok wrote:
whats wrong with the current system?
sure "imp whores" is a viable alternative strategy

slower at start - sacrificed for better end game :)

its a fine change
dont like the when kingdom dies or goes away his rimps goes with him
but i suppose it would have to



just didnt realize there was a problem
if summats not broken why fix it?


its been a problem 4 a while

Fergy wrote:
Proposed system:
- Can not invest directly into RIMPs
- RIMPs are the sum of the KIMPs in the realm
- Improvement formulas are cut in half
- Kingdoms receive no benefit from RIMPs while in protection
- Kingdoms receive double benefit from KIMPs while in protection (same formula as now)


Other Benefits:
- Imp whores are reduced (since they are forced to effectively invest 50% into kd)
- When a kingdom deletes, restarts or defects, their imps automatically go away
- Adding other players mid-round doesn't destroy RIMPs (if the player has invested into his own kingdom).
- Restrictions on investing into realm are removed
- It's simpler


i completly support this :D

problems: -alchs and labs would need to b adjusted/ clarafied on what they would do.
-you wouldnt b able to go say 75%rimp early on to giv ur rlm a boost.
-if u wanted to focus on an area of rimps ud also have to invest in tht area in kimps

suggestion(may b hard to code)
- all pts tht go to rlm imps are put in a special bank sort of thing, and only king is allowed to distribute them amongst rimps wherever hed like

other than tht, i love the idea and support it :D

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 Post subject: Re: RIMPs
PostPosted: Mon Sep 12, 2011 23:42 
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There isnt a problem with RIMPs. Only abusing the ability to sac military for quick imps then deleting.

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 Post subject: Re: RIMPs
PostPosted: Tue Sep 13, 2011 00:02 
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ya, if tht gets changed then solves most probs i guess

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 Post subject: Re: RIMPs
PostPosted: Tue Sep 13, 2011 00:27 
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It solves all problems.

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 Post subject: Re: RIMPs
PostPosted: Tue Sep 13, 2011 06:19 
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Location: Michigan
zxektok wrote:
whats wrong with the current system?
sure "imp whores" is a viable alternative strategy

slower at start - sacrificed for better end game :)
You are describing a high imp strat. An imp whore is someone that sacrifices their round (or the later parts of it) for the benefit of another kingdom. The problem is made worse by imp whores that restart/delete their kingdom to lower the overall land value (thus increasing the amount of imps per acre).
Assassin wrote:
problems: -alchs and labs would need to b adjusted/ clarafied on what they would do.
Alchs/Labs wouldn't need any changes. There would be 'forced 50% investments" into RIMPs, improving the RIMPs of all KDs, but players might still end up either in a ghetto realm, land player in mostly exp realm, or high imp build in a low imp realm, that might justify labs.
Quote:
-you wouldnt b able to go say 75%rimp early on to giv ur rlm a boost.
Correct, you wouldn't be able to sacrifice your early game for the benefit of other members of your pack. . . You could still go high IMPs which would benefit both you and your pack.
Quote:
-if u wanted to focus on an area of rimps ud also have to invest in tht area in kimps
True, but RIMPs usually mirror KIMPs anyway (High banking & housing, then Forges & Walls, Policing as needed). The only time it deviates from this if a realmate is short on OP or is about to get hit.
Quote:
suggestion(may b hard to code)
- all pts tht go to rlm imps are put in a special bank sort of thing, and only king is allowed to distribute them amongst rimps wherever hed like
This returns to the problem, when a kingdom deletes, where do you substract the IMPs from?

The proposed system is very easy to code (Realm Banking = Kingdom A Banking + Kingdom B banking + . . .)

Also, with my proposal, all incoming defectors would automatically boost RIMPs when they enter the realm (depending on how high of an imp strat they ran).


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 Post subject: Re: RIMPs
PostPosted: Tue Sep 13, 2011 14:26 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
um got ya on the imp whore strats supporting some1 else
annoying
but it became harder to do a solo win when they introduced team play.
team play is the whole lot - relics, Rimps, black ops, wars

like dedicating 1 person in your team to play xp so the rest can get relics for land play
or having 1 person emphasising on black ops

is it bad that a friend can sacrifice himself to make you a few percent stronger? the restart nullifies him and you have lost the realm win
-------------------------
anyway as it stands im in a realm with inactive newbies
i dont want 50% of all the resources i invest going to RIMPS that are still at 0 from eveyone else - screw them - they aint even playing - its my resources = FOR ME :D

currently i can go kimp spec just fine solo - kimps then labs
you would have pretty much dropped my kimps by half nullifying my strat or delaying it for 2 weeks - where my kimps would be same level
what you would be doing is taking away the ability to choose aw well as penalising all the solo players
ie. the little man (and the peeps with no friends)

sorry dude
im pro choice

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 Post subject: Re: RIMPs
PostPosted: Tue Sep 13, 2011 15:15 
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how about an easy solution if a kingdom restarts then the realms imps drop by
1/realm size
much easier to code

quick test
if restart during protection, makes no difference
if 6 kingdoms in realm
1 gets battered end game - either he keeps his land and works with it or he restarts
if he restarts RIMPS decrease by 1/6th

if realm of 5 - rimps decrease by 1/5th
if a realm of 3 - THEN PUT STUFF IN KIMPS INSTEAD!!!!

easier to code - keep packs together and little people wont give a damn
what do ya think?

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 Post subject: Re: RIMPs
PostPosted: Wed Sep 14, 2011 00:37 
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Joined: Sun Apr 24, 2005 20:20
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Location: Chi-Town
Removing RIMPs, like Robes suggested, is the best solution.

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 Post subject: Re: RIMPs
PostPosted: Wed Sep 14, 2011 07:27 
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quaffle wrote:
Removing RIMPs, like Robes suggested, is the best solution.


Not the best, but do as you wish. >_<

I think everyone want to remove the rimps just so that there would still be a way to abuse the system. If you were to fix all loopholes, what would you do with the dead weight realmies then?

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 Post subject: Re: RIMPs
PostPosted: Wed Sep 14, 2011 13:09 
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They would be just that! Dead weight.

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The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: RIMPs
PostPosted: Wed Sep 14, 2011 22:07 
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Joined: Fri Oct 12, 2007 02:50
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Location: belton, Missouri
Forcing half self investments into realm is bad for ghetto realms.

Also there is no cap when you do that, so an improvement whore could put more points in realm improvements than he could now, even though half what he invests goes into self improvements.

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 Post subject: Re: RIMPs
PostPosted: Wed Sep 14, 2011 22:32 
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Silencio wrote:
Forcing half self investments into realm is bad for ghetto realms.
It wouldn't have to be. . . I would also want to remove the restriction that realms under 3 people can't have realm imps. (add extra land for calcing imps if under 3 players).

Quote:
Also there is no cap when you do that, so an improvement whore could put more points in realm improvements than he could now, even though half what he invests goes into self improvements.
Very true, Imp whores could invest much over the calc... But this also completely eliminates the strongest strat in the game. (investing 0% into RIMPs, all dms into KIMPs. Let the other realmates invest into realm.)

Allowing the "imp whores" to invest over the max is a smaller advantage than allowing 1 kingdom to invest nothing into RIMPs. At least with this system, someone can't run 1/2 the dm's and still have the same KIMPs as someone with twice the dms but invests in RIMPs as well.


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 Post subject: Re: RIMPs
PostPosted: Thu Sep 15, 2011 11:25 
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Joined: Tue Apr 22, 2008 05:24
Posts: 790
How about we remove Rimps from the game altogether for a round? see how it goes?

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