Tweaking the EE fight/KO Mechanic

Discussion in 'Strategy' started by The_Philosopher, Apr 29, 2013.


  1. That is the whole point. There is too much reliance on the Ko to win battles, which I think is a bit counterintuitive to real war. PPA need to be strengthened. It is ridiculous that scouts outnumber all other acts combined and stealing is non-existent.
     
  2. Seriously u must be stupid if u think that scouts need to be changed have u ever been a att build its the only way they can pin hancels no support
     

  3. Not yet. I wonder if I can convince my next enemy to assasinate KO and scout Ko him. lol Good idea though.
     
  4. Nice thread, but won't say that I agree. The battle mechanics are designed with each build in mind.
    Only a hansel would even think of such.
     
  5. Well, if an attack build has few or no spies, should he be about to scout pin a big hansel?
     
  6. It's not hard, Mr. Sarcastic.

    Step 1: SS your plunder score.

    Step 2: find a target.

    Step 3: SS your new plunder score.

    Step 4: scout target.

    Step 5: SS your new plunder score.

    Do a little arithmetic and find your solution.
     
  7. Missed a step lol. Should be a step between 2 and 3 that says "assassinate target."
     

  8. Like I said in my opening statement, I'm not 100% sold on my own idea. After 4 weeks of warring i just thought I'd throw out a few possible ideas and see what the community at large thinks of them.

    As for the battle mechanics designed with each build in mind, I highly doubt the system is perfect. If it was, people wouldn't be converting to tower builds like crazy.
     

  9. I apologize if I came out as sarcastic. not my intention. I just felt it would be hard mid war to conduct the experient. It would also be hard to be accurate because you cannot guarantee to KO the same guy twice, nor believe he will have the same amount of plunder earned the second time you KO him.
     
  10. No support- these ideas are useless. Why do you care about the scout mechanics in war anyways?

    EE isn't about who can "attack" or "steal" the most, its about who can work as a team the greatest through a combination of attacks, steals-if you're a noob, assassinations and scouts.
     
  11. The KO plunder bonus is not based on the action that created the KO, it's based on a percentage of plunder that the enemy has earned up to the point of KO.
     

  12. True. but was it not you who wanted me to conduct an in-game experiement regarding this?
     
  13. Here's your first statment.
     
  14. No. My understanding of your grievance is that scouts are too powerful and tipped the scales in this war.

    The experiment I propose will give you a concrete understanding as to whether scouts are as powerful as you believe they are.

    My guess is that a scout will give roughly a tenth or less of the plunder generated by an assassination.

    That would make scouts an order of magnitude less significant, which makes their plunder-generating potential negligible in comparison with other actions, like assassinations and attacks.
     
  15. @Phil
    weakening scouts will make big spies even more powerful. Since att builds wont be able to cause any significant damage at all. I believe this is a horrible idea even though i am hansel.

    ~RUS
     
  16. Well yeah they should have a fighting chance cos hancels will rip apart a att build
     

  17. In my experience it is the attack builds that are getting scouted just as much as any spy. An attack build could acomplish the same effect on a spy with fail assasin/steals. Also if we couple it with greatly reducing the plunder effect of the KO, spies would not play as big of a role, unless they stole gold.
     
  18. right now spy builds are earning milions of plunder through KO's. Without that, we would see a diminished use of the spy.
     
  19. I dont c that happening in the war I was in past cos I got top 10 in the last war along with a few other att builds
     
  20. No support







    Because I like winning... < biased