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kyx
04-04-2008, 11:59 AM
These days, I have to go sleep mode for 16 out of 24 hours every day.

Why? Every time I'm not in sleep mode, this ******* attacks me. Here's a typical day.

6am Wake up, get attacked, send my troops out, go sleep mode
2pm Out of sleep mode, ******* sleeping
6,7,8 pm Get Attacked. Send troops out.
9pm++ Send troops out, go sleep mode

Note: He does not send thieves. Maybe he does, but he always recalls.

This guy is attacking me every day. Is this in the true spirit of the game and can something be done to prevent this?

VanHoudt
04-04-2008, 01:29 PM
No, by removing l/f Azzer decided the game is more fun with repeat attacks galore.

So, unless you want to restart, get active p-naps or join an alliance, there isn't much you can do to prevent this.

Nonny
04-04-2008, 01:50 PM
Do you feel comfortable giving out the two routes involved?

If he hits you once, AR will keep him off of you from a few to several days.

Throw in injuries and it needn't be too bad.

Save up some cash for his next run, buy up at the last and take some of his guys with you. :twisted:

kyx
04-04-2008, 04:42 PM
Hes a briber, so no injuries.

Hes using hypnos, and I'm using sorcs.

Anyway, hes ~250% of my size. I have active pnaps, but our combined size is still smaller than him.

Most alliances my size are weak.. I would know cos I've zeroed a few guys more than once in one day.

CLem
04-04-2008, 06:38 PM
Solo Sorc with no p-unit is a gold mine for briber routes. You have made a very bad choice of route to go as a solo.
If you have active Pnaps then they are not the right route. Get yourself an active robo PA pnap, that will help you on the hypnos inc.

kyx
04-04-2008, 11:29 PM
My pnap is a robo, but we still are too small and have too little troops to do much about it...

Nonny
05-04-2008, 10:29 AM
Holy ...... sorcerer with dragons.... If you're in my targetting area I've probably had a go myself. It's christmas to find a solo sorcerer without dragons! Just backing up Clem's statements here really.

Without the P-unit solo sorcerer is going to be a nightmare all round. You're going to attract bribers like flies to ... well, you get the idea.

If you're not prepared to take a hit, I'd honestly suggest buying the P-unit or restarting with a different route.

Hypnos big problem is lack of LET cover for their briber. You are an ideal solution no matter what sort of troop setup you have as without dragons as your only ranged killing LET targets all.

If you're determined to press on without the P-unit and your Pnaps can't help then take a hit or two. AR will be your best cover if you want a breather.

kyx
08-04-2008, 09:45 AM
Ok, so I've taken the wrong route and this ******* has taken more than 2000 land from me. I have only about 4000-5000 land, and he's attacking me again and again knowing that I will run away for the first two ticks and some back on the last, and that that will not be enough to do any major damage.

Hes already top on my enemy list, and has been attacking me on average at least once every day for about a week.

My AR mod only goes up about 10-15%, which is not enough to ward off another attack.

Perhaps the game should be made more noob-friendly where noobs don't get completely screwed after choosing the wrong route.

Weeble
08-04-2008, 09:58 AM
I think a hard-coded "route difficulty" would be ideal;
Every route (and subsequently, sub-route) would be assigned a difficulty rating (say, out of 10) which is (well, could be) only known internally.
When a new player starts playing - or someone who hasn't taken that route yet/played over a certain number of games - any route, the system would check the difficulty level of the route and give advice based on the level, and the player's relative experience (based on stats such as number of rounds played, number of routes played, etc).

Ie, giving the Sorc ŹDragons route as above;
This sub-route is assigned a rating of 9.5.
A new player comes along, first round ever. When they decide to start researching "Peasantry", along with the "Confirm Development" link at the top, they get a bit of text in red saying something like:

Be careful! The route you are about to go down is very difficult and is not advised for a new player, such as yourself! Are you sure you wish to continue?
(for more information on why this is the case, please use the help system to contact a BushHelper!)
Possibly with a small explanation of why this is the case as well as the link to the BushHelpers, I don't know.

This at least gives them a heads up warning that they might be heading in to peril and to research it a bit more before deciding on anything.

However, I have a feeling Azzer won't like the above as he doesn't want Bushtarion to "hold your hand" all the way through.
Still, would be quite a good way of helping new players out, and preventing them from getting pushed away when a situation such as the OP's occurs.

kyx
08-04-2008, 10:41 AM
The aim should not be to prevent the researching of tt route, but instead to stop whoever has researched tt route from getting waved and bashed. Maybe there should be a "one attack every 3-5 days" sort of rule..

Of course, this should be disabled if the other guy attacked you first, or you are in an alliance war.

Anyway, this problem probably does not apply only to my route. For example, a robo player may be repeatedly threatened by someone who is 2.5 time his size and using strikers. The robo player doesnt want his units to die, so he sends them out and thestriker player just gets free land. It's the same thing.

Nonny
08-04-2008, 11:31 AM
[quote="kyx"]Ok, so I've taken the wrong route and this smeg-head has taken more than 2000 land from me. I have only about 4000-5000 land, and he's attacking me again and again knowing that I will run away for the first two ticks and some back on the last, and that that will not be enough to do any major damage.
[quote]

Personally I think that's the worst thing you can do. By staying away for the first two ticks your sorcerers don't fire. I see why you do it, so his hypnos won't get you but don't forget they target all. Now we know of course that his POMs will distract any INN flak you would buy up at the last but to spread his hypno effect you can buy up hippies / yobs as the POM's won't touch them.

So buy up at the last with either more sorcs to maximise damage after the POM's or hippies / thugs to minimise sorc losses to the hypnos.

The sorc option would be more fun for you to see more kills.

The hippy / yob would be a pain in the backside for him as I very much doubt he wants more of these from a bribe run! I know I don't want stuff I can buy when I go bribing! :lol:

I'm sure he'd rather get the bribes but will happily take land when it's on a plate.

Stay, get some kills, lose some units to bribes and either your AR will jump significantly to keep him away for awhile or you'll kick his ass enough that he'll choose to stay well away. ;)

CLem
08-04-2008, 06:51 PM
Anyway, this problem probably does not apply only to my route. For example, a robo player may be repeatedly threatened by someone who is 2.5 time his size and using strikers. The robo player doesnt want his units to die, so he sends them out and thestriker player just gets free land. It's the same thing.

This so call "problem" is what make this game, every route has its counter route, but yes you are right about the idea that people can just keep coming to attack you over and over and over again, sure AR helps and you get injuries, but it is damn demoralising.

I also agree with weeble that something along that line should be introduced. I think a little pop up "tutorial" for newbies should be nice, just a brief description of the route and its strength as solo and as an alliance route, a very rough example:

Route:
Robotics - Armour based routes that possess huge firing power and great survivability. Weak against armour killing routes and extremely expensive to develop.

Sub-branches:
PA route: unique unit - PA. Advantage: Fast firing
Alliance difficulty: Easy
Solo: Hard to start

kyx
10-04-2008, 07:56 AM
If I stay for the first two ticks, his PoMs will distract all my sorcs, none of them fire, and hypnotists just get my iron golems. Because hes so much bigger than me, his PoMs are able to distract all my sorcs.

Nonny
10-04-2008, 09:47 AM
If I stay for the first two ticks, his PoMs will distract all my sorcs, none of them fire, and hypnotists just get my iron golems. Because hes so much bigger than me, his PoMs are able to distract all my sorcs.


Hmm yes, I see your dilemna. Nonetheless you have to try something different to end the cycle?

If it was puppets with POMs then I'd be concerned at how many golems they could take but hypnos are pretty poor against anything with a decent health or armour toughness. Of course comparative numbers make all the difference.

Depending on the numbers attacking you I have 3 suggestions:

1) (my least favourite) Get more serfs to draw a greater percentage of his POM firepower away from your sorcs. Problem is what do you do with the serfs after that?

2) Get more golems. The above albeit at greater cost therefore not as effective but they add ALL targetting in the last two ticks. A lot depends on the numeric details of what is attacking you and given that golems primary role is not killers, you won't inflict great hurt on him. You will get more AR than previously, which was just from your land losses. You'll always have further use for them as armour protection for your other units.

3) If you're online buy up a load of yobs in the last couple of seconds before the first combat tick. His POMs won't touch them. He'll have to bribe a big chunk of them as hypnos target ALL. They're cheap so you'll get loads. You won't be so sorry to see them go and you'll get a bit of an AR boost for the value of their score. Plus of course his score will go up a bit for having the yobs. This is potentially the funniest option, (and risky if he recalls at the last!), but a lot depends on what he's after and how he feels about what he ends up with. See what mood you're in when he next attacks? :lol:

The most logical option to try first would be 2). 3) is risky and would require a fair investment as small numbers wouldn't be any real use. You have to consider how valuable to you the remaining yobs would be as well. It's all a matter of where you are in the game and where you're trying to get too.

At this time I can't see any other alternatives for you acting alone? If you have a Pnap with high health / armour ratings then they're useful. Ok they'll lose some but hypnos are poor at bribing units like that. However, the units they lose you don't so you won't get an AR boost for it. It's a question of playing with the numbers.

Twigley
10-04-2008, 11:29 AM
I like Weebles way of thinking...

My suggestion after reading 2 lines of weebles (Sorry if im repeating what he has said im in a rush to go to class :P) is...

When you click Development page for the first time, there is a page that comes up that explains the reasons behind going certain routes.
Atm there is kinda of that in manual with route ratios etc but its very messy, not that well worded and alot of newbies wont read that.

I would guess from reading alot of newcommers gripes that the reason alot dont carry on playing is because they pick the WRONG route for the WRONG reasons.

Maybe as soon as they have read what is on the development page, they then press "Continue" at the bottom and the page is just the same as for everyone else.


This page would appear for any newly registered accounts so for those hardcore whiners, it wouldnt show up a whole 1 time per round so you had to scroll down once and press continue ;P

Melnibone
17-04-2008, 09:01 AM
Can i just add that weeble and twigley have a good idea BUT if something keeps happening i.e land loss then as well as being a problem (for you) it can also be an opportunity to learn, if he keeps coming with the same units etc it allows you to experiment with different troops/combos to work out the best combo to finally stop it

When you do this not only will it stop the player attacking but you'll be a better player as you will know new tactics and you will also get satisfaction from knowing you have done this after 20 or so rounds i reckon im a good player but im still learning every time i log in, no-one knows everything about the game and EVERYONE can lose land or troops

Basically while i understand your frustration, the time you put into complaining about attacks could be better spent pm'ing the official helpers or even experienced players posting in this thread and others and ask for help on the best way to stop it even now i still mail (or chat in irc) with players i consider better than myself to pick their brains if im having an issue wth something.........

kyx
19-04-2008, 11:53 AM
Oh yes, and I suppose I can hold off a guy 3 times my size just with a good unit ratio.

f0xx
19-04-2008, 12:01 PM
You can't.

I have an easier option for you.

ID settings -> Delete this ID -> Restart

Ofcourse that is the way of the losers, smart people just chose a route that suits their playstyle and purpose.

Cheese
19-04-2008, 02:18 PM
Oh yes, and I suppose I can hold off a guy 3 times my size just with a good unit ratio.
Yup.
Next time he hits you make sure you lose a substantial amount of staff (which ever tick seems best to you) then you will get a nice tasty AR mod.
Make sure some strong flak killers are left then if he tries again he will either trigger or die :)
And allows you to get fatter :P

Easiest way to exploit the AR mod is with land fatness, you won't feel the power of the AR mod until you have about 40% land fat upwards.

Like I remember a few rounds ago me flakking a pom who had got so fat and lost troops regularly to keep his ar high, it eventually got to the point where I'd worked out that you couldn't send enough to land without triggering :P
Was very annoying but well played (standalone)