[CNMA] [eRepublik] For those developers of eRepublik

Day 1,041, 06:32 Published in Indonesia Indonesia by Bora Stojsin

Greetings dear readers,

Maybe this is an article which has been posted by other former players of this game, if so, I am really sorry 😉. If not, here are some article for you to read 😃.

I wanted to share some opinions on behalf of myself regarding this our beloved game 🙂. As far as we all know, this game has become one of most confusing game in my pov with its current changes that is almost doesn't make sense at all. The most unfortunate change is the deleted time management feature, which most of players loved. As far as I know, the time management feature is the most lovable feature for most of players. The time management increase the development of the players' account skills, we can enhanced the skill level by doing training at it with more time expended. But the developers might have more advance ideas which almost all of us is too hard to predict.

Well, here are some of my poor analysis for this game's development, maybe these ideas could be useful 🙂 :

- Economy Module

Why am I putting this module in the first place before the other modules ? Well, I have thoughts, poor thoughts actually, considering this game is a strategy game, which includes almost all aspects of our own real life, which economy is the main aspect of life itself. So, what ideas do I have for this module ? Well, as I am not a good mathematician, I will only put raw thoughts as the ideas. Here they are :

- Food Consumption

I have done a simple breakdown regarding this issue.

After you read that, I am sure all of us will agreed that food prices are falling, that's because not everyone go war, or too many production in one company etc. And what are my suggestions ?

Here they are :
- Put back the time management
- Make new rules on health and happiness consumption for older player
e.g :
player with level 15 will consume more health and or happiness when they do the activities in the game than players with lower level. Older the account, more extravagant the consumption on health and happiness.
Of course, I do aware that this idea will burden some players with less money on their epocket 🙂. But then again, this only a simple suggestion for the developers and project manager of the eRepublik game project.

- Moving Tickets

All of us may do aware that moving tickets companies are increasing day by day, this was supported by many oil companies created day by day. Today rules on loosing health and happiness when doing some traveling activity, will only make some MT companies with low quality incur losses, as people with more emoney in their ePocket will buy some more eligible MT in order to preserve their health when doing some mobile war. Those kind of player's activity will only make some of MT companies will incur losses while there will be very little mobile action, my suggestion is:

Please put some rule that if a player going into some specific region, they will have some increased health and or happiness, for example, Baja is famous with its tourism, put some increase in happiness when people are moving to this region 😉. The happiness and health will also affect daily health/happy decrease, e.g. an ID live in a region which is an eWorld's heaven as maybe Hawaii, will only have less health and happiness daily than people live in other region (I kinda doubt which region I should put as an example 😛).

- Weapon Consumption

If weapons can only consumed by using them at war, I believe in this peaceful condition, the weapon consumption will be decreased highly, and also, with the less babyboom in so many eCountries in the eWorld, weapon production will be so much useless than even before. So, my suggestion is :

Put some rules which allow players to use weapon when they are training with perhaps Lana or any other her colleagues which include golds. So beside golds to spent, they can increased their military skill(s) by using any weapon matched their military skill chosen in training.

- House Use

House is only used to overcome the player's poor health before the day change and to reduce the player's health recovery by food consumption. This will bring house of q5 more useless than before, regarding not too many players that could war until their health kit and their health recovery by food are fully drained in one day war, even there are players with such big budgets, not every day war is going to take place or at least not every day an important war is going to take place. So, in my opinion, why don't put some rules that house also can be used in reducing the damage dealt in war ? So players in war, will have more advantages if they have house in their invent. It must have an independent formula for house to decrease the damage dealt, e.g. :

House with 100 health, will make the player gain the health :
10%_of_house's_health/player's_health

so it will be : (10%*100)/20 = 10/20 = 0.5 health per gain for players that only have 20 of health.

Which will be decreasing 1/10 or 1/5 of 1 house's durability. Means every 5(1/10) or 2.5(1/5) health gained in war, will decrease 1 house's durability.

Well, the above formula is a raw count from my personal opinion. Anyone come up with any better idea are welcome 😉.

I think those would be all for the economic module, as I can't browse more for any other items in the marketplace.

- War Module

Yesterday's war module is a time and gold consuming module with so much fun, as we have to count the tiles enemy will arrive by the time we arrive to the tile we have choose, and the V1 war module is the fastest and efficient in war module, but less attractive compared to the yesterday's war module. The beta war module, which force us to deal with a queue of fighters in order to attack one enemy is also less attractive and time consuming too. So this game have to make a war module which is attractive, less time consuming (hey, this is a game of an artificial life isn't it ? we don't live for this game, this game live for us 😎 ). So what is my suggestion :

Hmm... PvP is an attractive war, but it also caused more damage to the newer players, so they will have less chance to dedicate themselves in war. More older players will benefits more in PvP war. Wall system is caused less damage to a new player but still can make older players with higher skills of military gain benefits in it.

So ?
Well, in my opinion, let separate military skills into skills based on their place of operation :
- ground unit
these units can only operate on ground, but can attack both ground and air unit with more specialties such as :
ground to ground unit :
can only attack another ground unit, strong versus another ground unit, weak versus air unit
ground to air unit :
can attack both air and ground unit, strong versus air unit, weak against another ground unit

- air unit
these units can only operate at air, but can attack both ground and air unit with more specialties such as :
air to air unit :
can only attack another air unit, strong versus another air unit, weak versus ground unit
air to ground unit :
can attack both air and ground unit, strong versus ground unit, weak against another air unit

- water unit
(I wanted to add this unit, but seems to be there are no harbor existed in eRepublik, so I think I'll pass 😉 )

I know those methods are often seen in another game XD. But well, I just wanted to share the ideas right ? And now, how the war should operated ?

Just take the numbers of players joining the war, e.g. :
Let say the region is Having a Defense System which support 10 points of defense point

Ground to ground unit players defending the region are 10
Ground to air unit players defending the region are 10
Air to air unit players defending the region are 10
Air to ground unit players defending the region are 10

Ground to ground unit players attacking the region are 10
Ground to air unit players attacking the region are 10
Air to air unit players attacking the region are 10
Air to ground unit players attacking the region are 10

Defenders joining the battle will raise up the damage needed by the attackers to decreased the defense of the defender. With such formula as :
v = (x*y)+((x*y)*20😵+z

where :
x = the total of military skill had by the defenders in particular military skill using particular weapon suits the skill joining the battle
y = the total of defender in particular military skill joining the battle
z = the point of defense system had
v = the damage which attackers must dealt in order to win

So the damage the attackers must dealt to the battle in the :
Because we are using the above data of particular military skill defender joining the battle, then every "y" will be 10

The "z" value will be 10

Consider this :
5 veterans (90% of weapon damage increased) in particular military skill using 14 damage weapon joining the battle
5 rookies (10% of weapon damage increased) in particular military skill using 1 damage weapon joining the battle

Then the "x" value will be:
(5*(0.9*14))+(5*(0.1*1)) = 63.5 point

Then the "v" value will be :
(63.5*10)+((63.5*10)*20😵+10 = 772 points damage to be taken from the defenders by the attackers.

So what attackers must do in order to win the war is just drained the damage caused by the defenders, and what defenders must do in order to win the war is drain the damage caused by the attackers, reduced the DS point, so the attackers points are using this formula :

a = (b*c)+((b*c)*20😵

where :
b = the total of military skill had by the attackers in particular military skill using particular weapon suits the skill joining the battle
c = the total of attackers in particular military skill joining the battle
a = the damage which defenders must dealt in order to win

With the above condition, the defender will have to dealt damage in order to win the war as many as :
(63.5*10)+((63.5*10)*20😵 = 762 points damage to be taken from the attackers by the defenders

Well, this is kinda similar with the old wall system with new formula, so both attackers and defenders who are new players will not be harmed with a serious injury like in yesterday's war.

I hope those ideas above will be reconsidered by the developers, and let me hope they will read this poor article XD. Ahh.. I almost forgot, how about the exp ? Well, maybe those developers can think more specifically about it, as I wanted to go another place right now, where ? do some chat with the another f*gs in IRC which always make me missed them so much 😛.



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Boeat pembatja Indonesia jang saja hormati, mohon oentoek menggoenakan translator sahadja oentoek membatja artikel ini wakakakakaak... soalnje ane malas bikin oelang pake bahasa Indonesia 😛. Jang penting, soebstjribed koran ane, same koran2 dengan link-link di atas ane 😛. Jang pengen korannya nampil di koran enni, PM in game ane, kasi linknje, same sjaratnje masih tetep, musti terdaftar sebage anak PKS 😛