View Full Version : Change Land Cap Levels
Put them up a bit. 80% is way over the top. Everyone I have talked to except for one person has said they hate it. And that's a good 50 people, and that's just me and who I have talked to. I myself haven't ran into the problem alot, but I have seen many many others that have. It's ridiculous.
It's silly really as the injury system was introduced so people wouldn't get zeroed so much and wouldn't have to spend so much time playing and still be a decent rank. But with this land cap thing you have to play more than what you normally would just to get a few acres! I mean out of all players I have talked to ever, I'm confident that hardly any of them would hit 80% or above all the time they attack! No one does it, perhaps when L/F was in but that aint here any more. This means people have to work even harder to gain acres then they already had to, which is many hours a day.
IMHO raise the attack level to 40% or even a little higher rather than implementing all these silly things which discourage bashing such as L/F (broken), Bounty (broken) and Land cap (pretty much broken). Orrrr, leave the attack level at 30% and put the cap levels up!
LAFiN
11-03-2008, 04:20 AM
Leave it. This is the best change this game has ever seen :P
Bobbin
11-03-2008, 04:23 AM
Agreed.
This is going to be the best change for a long time... Once the final tweaking is done it's gonna be awesome. :D
n0c0ntr0l
11-03-2008, 08:21 AM
This thing makes going stealth impossible. We get landcapped without even having any offensive units that aren't basic. I'm not joking. Small traps ---> Geo ----> Stealth Geo
ACTIVATED. Any so we then find it impossible to attack anyone at our level, it needs to be reduced for Spec Ops to either 65% or off till we get ninjas.
Charlie_B
11-03-2008, 11:12 AM
This thing makes going stealth impossible. We get landcapped without even having any offensive units that aren't basic. I'm not joking. Small traps ---> Geo ----> Stealth Geo
ACTIVATED. Any so we then find it impossible to attack anyone at our level, it needs to be reduced for Spec Ops to either 65% or off till we get ninjas.
Shield players have to have saved up 250b worth of devs - without mod - before they get a real offensive unit. Routes aren't supposed to be even at every stage of the development cycles, that's another part of the strategic choices for you to make when deciding your route.
Furthermore, while it is obviously harder to flak people at higher scores, it's by no means impossible.There are least 3 SO players in the top 10 ;)
BlackWolf
11-03-2008, 12:22 PM
buuhuu for those whom think attacking around 30% of your range is cool... well its not... attack higher have more high alliance wars... organize a bit and stop raping those whom cant fight back...
This Land cap change kicks ass!
Asmodeous
11-03-2008, 12:34 PM
I have to admit that so far I'm really liking the land cap.
Why didn't you do this sooner Dad?!?!?!?
DarkSider
11-03-2008, 12:48 PM
The land cap kicks ass idd for low ranked players who have alot of targets to pick from and have plenty of easy target of same size that can be landed on 1:1 :p This change would fit in great IF we had several thousand players and there wouldn't be a huge gap betwen very top alliances, then decent alliances and low ranked alliances. There are just 3 alliances fighting for top, a few resisting not to get farmed and plenty of less active/organised. So the higher ranked have too few choices and either do randoms or fight the same 1-2 wars all round long. While the low ranked will ofc praise the lord with any change that will make them not be a target anymore and damage those that invest alot of time and effort to play at top levels a balance must be found.
I like the ideea behind it. Together with full grabs in alliance wars should make random attacks happen more rarely and alliance players have to play as an alliance to get good acres and fight wars. However i don't like how it's curently put in place.
The first grab on an id no matter how unlawfull it is should be lowest to 10% cap for geos. So that's cap reduced to minimum 67%. For repeat attacking the cap can go as low as 33% (imo at about 3rd consecutive attack or 4 slightly delayed)
Second, since allied players have a way of getting full grabs on 20 players from which several can be at 30% i think somehow solo players should be able to have higher grabs. Even if some want the game to be more alliance orientated if you do the maths you'll see solo play it's not an insignifiant minority in the game. So i'll sugest here a minimum 50% land cap for repeat attacking (that's 7.5% grabs for geos) and 75% for first attack on any id for psolo's.
Tho i would like it even more if old caps would be left in place for randoms and in wars depending the size of the alliance you are in war with you can have a bonus or a cap on your maximum steal. Declaring above your valuation could give up to 50% larger land caps while fighting a smaller alliance will give reduced grabs (but no penality for repeat attacking).
Cheese
11-03-2008, 01:49 PM
I'm a solo... I should be allowed to declare war on an alliance to remove the land cap.
xjsis2x
13-03-2008, 02:37 PM
lmao cheese! but agreed.
wrath
13-03-2008, 06:23 PM
it doesn't compensate for masses at all it should be more effective against masses
No-Dachi
14-03-2008, 08:46 AM
I'm a solo... I should be allowed to declare war on an alliance to remove the land cap.
Right. Then I want AR mod and Government protection. Because, hey, I'm allied. :roll:
Dont make a fool of yourself dachi... you know that the things pinky is talking about and those that you are talking about have nothing in common...
No-Dachi
14-03-2008, 10:53 AM
Solo's gaining the advantages of allies, and allies gaining the advantages of the solo have nothing in common..? Right. I'm glad you're around to tell me how the world should be, f0xx ;)
Cheese
14-03-2008, 10:59 AM
I'm a solo... I should be allowed to declare war on an alliance to remove the land cap.
Right. Then I want AR mod and Government protection. Because, hey, I'm allied. :roll:
Nope :P
Your defence: your ally
My defence: AR
That's something to protect allied players and something to protect solo players.
Allies can declare on another ally to get no land cap rate on that ally.
Solo can do what to get no land cap rate?
All these changes have just made one thing worse... solo valuation play.
BRING BACK AGE 2!
No-Dachi
14-03-2008, 11:09 AM
Solo can do what to get no land cap rate?
Go allied? ;)
BRING BACK AGE 2!
DO IT!!
Solo can do what to get no land cap rate?
Go allied? ;)
You are niether constructive nor funny...
willymchilybily
15-03-2008, 03:16 PM
as i dont fancy flamming. Ill just state my opinions:
as it stands the land cap idea is a brilliant one. The levels of capping in my opinion may need a change. I cant decide as i havent done enough unhonourable attacks that have landed.
but im willing to see it out as it is and make an opinion that is decided upon after more attacks. as I doubt many people have attacked from the very start with 5acres. so most people will only have had about a week of attacking. not long enough to see all the benefits.
I think though possibly increasing the land cap at the lower end so its not quite as low & raising it at the higher end. such that attacking 100% + is going to net you more land per acre available.
Reward the resistance and brave allainces willing to take on the big dogs and punish indiscriminently attacking low range. Brilliant idea. but not sure on how good the cap values are.
imo the ranges should be:
30%-55% punished fairly harshly with land cap
55%-75% moderate-low punishment on the land cap
75%-100% honourable- no cap at all
>100% increased land grab available per acre, relative to the size of oponent.(that is attacking some one 110% is hardly going to increase you landing capabilities, but attacking 300-400% should be catastrophic to the enemy if you manage to land.
hust my thoughts. but all in all i dont agreee with the original comment. i like the idea. and am undecided about the cap ranges, and limits.
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