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PostPosted: Sat Sep 10, 2011 00:36 
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And what about inactive players, are you suppose to keep those players in your realm, just to keep your imps?


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PostPosted: Sat Sep 10, 2011 00:44 
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A teammate is a teammate, through and through. You don't marry someone with the mutual agreement to leave each-other after 3 weeks.

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The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
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The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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PostPosted: Sat Sep 10, 2011 01:11 
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quaffle wrote:
A teammate is a teammate, through and through. You don't marry someone with the mutual agreement to leave each-other after 3 weeks.


+100000000 :lol:

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PostPosted: Sat Sep 10, 2011 07:26 
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Regarding inactives i remember when i started playing that we actually had a discussion in our realm before deleting our inactives on whether the advantages of deleting them would outweigh the loss of rimps. We assumed the rimps would be gone.. :)


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PostPosted: Sat Sep 10, 2011 10:43 
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I suppose if your inactive had whored before going inactive you would decide to let them sit there, which is fine... If they had done about as much as everyone else on an imp per acre basis then as far as rimps go it would not matter whether you deleted them or not.

I think Ceek's hypothetical workaround scenario is interesting, but it isn't really the same.. It would require a decision to be made very early on in the round, while the current dynamic is something that can be decided and acted upon within seconds. - a player can be cover and go lower DMs until they lose their edge and make a snap conversion to imp whore and delete.

Also, it wouldn't rob the game in general of those acres, which is a good thing, even if you suggest it is a "non-factor".

Maybe the difference is subtle, but sometimes the difference between abuse of a game feature and good strategy is hard to distinguish.

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PostPosted: Sat Sep 10, 2011 11:32 
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Robespierre wrote:

I think Ceek's hypothetical workaround scenario is interesting, but it isn't really the same.. It would require a decision to be made very early on in the round, while the current dynamic is something that can be decided and acted upon within seconds. - a player can be cover and go lower DMs until they lose their edge and make a snap conversion to imp whore and delete.


It doesn't take such long planning to pull off, you know. You'll be saccing troops anyway, so you'll get to push those imps up even without having to go big on dms or anything. Just have to find the right spot where you can feed the correct kingdoms so that the acres you're giving away won't affect your realmies in a negative way.

Sure it is a work-around that requires more planning and has it's strategical charm, as pushing the imps up wont be so easy anymore, but I do believe it'd quickly become the most widely used way of whoring for your pack (like restarting is now), and maybe a year from now, someone would suggest that it should be made impossible via some restrictions to sacrificing, or imping.

So why not solve the whole problem at once? What is so wrong about calculating the realm size from the average of the top2 kingdoms for rimps? Xp realms with 2 landies is the only kind of a setup the change would REALLY hurt, and the change would completely negate the effects of restart/low land whoring.

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PostPosted: Sat Sep 10, 2011 12:14 
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I suppose i have no qualms with that, Ceek..

I also like the unable to delete or restart for some amount of time after sacrificing troops - though it might adversely affect trollspies?

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PostPosted: Sat Sep 10, 2011 15:14 
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Why not always make a restart or delete take x hours?


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PostPosted: Sat Sep 10, 2011 15:42 
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Seeing as I tend to run xp packs with a few landies I do find anything that makes it harder on us a bad thing.


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PostPosted: Sat Sep 10, 2011 19:54 
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How about just letting Rimps % be based on the highest land a realm has ever had in the round?
So if someone restarts or deletes, the rimps doesn't increase when the realm loses all that land.

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PostPosted: Sat Sep 10, 2011 21:19 
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Kalle wrote:
How about just letting Rimps % be based on the highest land a realm has ever had in the round?
So if someone restarts or deletes, the rimps doesn't increase when the realm loses all that land.


Couple it with "You cannot restart until 24 hours have passed after sacrificing any troops", and it's golden.

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PostPosted: Tue Sep 13, 2011 15:16 
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yeah lots of good solutions here

heres another

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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PostPosted: Tue Sep 13, 2011 20:31 
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unfair if tht is an xp player or someone whos not rimping

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PostPosted: Wed Sep 14, 2011 04:40 
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xp player isnt going to want to restart after OOP anyway or they've already lost

and if land player - why are they restarting - u penalize your team if you restart after OOP

if u get suicided - then its your choice - you know the risks!
why restart mid round or end game?
just delete if your a loser :lol:

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PostPosted: Wed Sep 14, 2011 04:46 
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i dont think u understand the problem weere discusing here :lol:

were trying to stop the abuse of a rimp whore from restarting to boost rimps or just rimp whor again and so on.....

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