[V2] Conversions: Part 1 - Military

Day 973, 11:58 Published in United Kingdom France by Hell The Great
My previous article focused on some of the new subtleties of the game, and following on from that I will now comb through each of the new modules to basically define them in terms of V1. Whilst we must approach the new modules with an open mind, it doesn't mean we can't make things easier for ourselves by using terms we already understand.







Tanking

The word which dominated V1 is of course, tanking. Its clear that this term must be change😛 because we have actual tanks now. However, it is still possible for us to tank individuals in V2 (giving gold and weapons to high strength individuals to hit a battlefield hard.)

In V1, tanking referred to the act of giving older, stronger, accounts gold and Q5 weapons. It was the way most wars were won: who could afford the most tanks. From a cost perspective, it cost 80 gold for a half tank (1 full day, 40 fights), and 160 gold for a full tanking (2 full days, 80 fights) Plus weapons, which ranged from 0.5g to 1.3g, depending on the worldwide stocks and whether there was demand. This would mean that per person, it could cost between 100 and 130 gold to equip someone.

In V2, this same equipment has drastically come down in price. Firstly, wellness packs are 0.5g, not 2g, each. Secondly, weapons now have durability: meaning one or two weapons can do the job 80 did in V1. The most expensive, and cheapest, tanking (in each version) would be;

V1
Cheapest: 120g per day
Expensive: 164g per day

V2
Cheapest: 25g per day
Expensive: 40g per day

Not only this, but the WPs give twice as much wellness in V2, meaning that even the cheapest option in V2 will give more damage than the most expensive in V1. So we all need to thank admin for that!


The difference however, is in the system. It isn't a case of hitting a wall as hard as possible. Its a case of capturing tiles. To win, the most salient part is the capital. This will always be a battle within the battlefield. With the capital, either side can ensure a favourable circumstance: defenders can fortify the capital and hope to endure the 72 mandatory hours, should they not control 75% of the tiles, whereas without the capital, attackers will to be forced to either take 75% of the tiles, or endure a dull 72 hours leading to a draw.

The timing from V1 will change: instead of tanks hitting within the last 15-30 seconds (ninja hits), big hitters will be required to allow the following amount of time to get to the capital. Please note that battlefields depend on the region, and I have not taken enemy soldiers (fighting on the way) or the varying placement of the Capital in different maps into account.

Attackers
Helicopters - From 12 Minutes (3 turns)
Tanks - From 20 Minutes (5 turns)
Artillery and Rifles - From 48 Minutes (12+ turns)

Defenders
Helicopters - From 8 Minutes (2 turns)
Tanks - From 12-16 Minutes (3-4 turns)
Artillery and Rifles - From 24 Minutes (6+ turns)


As you can see, you can no longer ninja. Should you want to use big hitters to win a war, those who are defending will be able to see, and counter, should they be paying attention. This will mean that its hugely advantageous for people who have their colonies readymade. It makes region such as Liaoning and Karnataka incredibly hard to take (if you haven't worked out the USA are considering keeping it... huehuehue)

In short, the admins have killed ninjas, and empowered the 4clickers and defenders against the spectre that is, big hitters.







War

It seems odd for me to talk about the whole concept of war after I talk about one part of it (tanking.) But the fact is, the admins changes have completely revolutionized the way big battles can be won. No longer can EMC, PEACEkeepers et al hit a wall at the last minute and hope to win; it will take much more gold; many more people and weapons; to undo the general trend of a battle. As such, it will be a long time before we see successful RW's of regions the big 10 don't want to lose: Serbia, Poland, even the USA are too strong, and have too many people, to permit otherwise.

The huge importance of mobile armies, and last minute strikes are a thing of the past: it isn't the last minutes we must focus on, rather, the last hour. As well as that, battles are not secured when the timer hits 00:00:00 - It takes a helicopter a minimum of 4 turns (12 tiles) to reach a capital, which is a minimum of 14 minutes (assuming they deploy during a turn for their side.) That means should a capital be secured, and there are more soldiers within the Capital tile than are on the battlefield, its impossible for more troops to reach the capital, and improbable that the existing troops can take it. Thus, the key times are no longer in the last 15 minutes. The key times are from the last hour, until the last 15 minutes (when a defence is winning.)

When the offence is winning, the roles are reversed. That means that should an attacker hold a capital, and outnumber the defence when there is 6 minutes (if the defence deploy during their turn) on the clock, its impossible for more troops to reach the capital, and improbable that the remaining outnumbered can take it.

As well as this, admins have introduced a draw. In V1: we had no timeframe for a battle between the unstoppable force, and immovable object. That is, should neither side be able to reach underground/no mans land, the battle continued until one condition was fulfilled. So, in theory, two evenly matched nations would be battling until the end of time. However, that was always a theory; I can't recall it ever happening, or a situation where it ever woul😛 overtime was rare, and short (unless it was a bug)

However in V2: we have the third way - should a side be unable to hold onto the capital and 75% of the 400 tiles on each map, a battle is deemed a draw. This would infer that if initiative is restored, it is reset. That means, should the more conservative nations want to, all they need do is camp in the capital for a few days. Can you really beat 5000 serbs? really?. This is one of the holes I think admins haven't considered. There will be several nations who have the numbers, or the organsation, to make defeat impossible - and they won't play to win; which undermines the whole idea of "war." Can you really draw?

In short, its harder to win and easier to defend, with the right preparation and thought process and the possibility of a draw is a relative unknown.







Iniative

In the first few battles, there will be inevitable glitches and bugs. I would assume it is not the admins intention that a defending country can then re-attack the country who has just attacked them; at least, this is what the formulas plastered across the wiki say so.

What has changed however, is the traditional system of blocking. In V1, it was simple to block a country, just attack a non-original region with a Resistance War first, then with a bordering country. The country under attack could not retreat to the Resistance War thanks to an admin oversight, and this is how we fought for initiative for the duration of V1.

However, in V2, this oversight is corrected. A resistance war now counts as an attack by a country ("people of serbia vs x), although obviously it still cannot be retreated, due to the nature: its a resistance; who retreats to that?!?!?!? This does however, mean that the new "1 by 1" rule means countries can no longer block, through this method.

Picking up on the "1 by 1" rule - as only one country can attack each region at a time, the admins have created a queueing system, should other countries attempt to attack the same region. This queue remains intact until either there are no more countries waiting to attack the region, or until the region is conquered. You are charged from the moment you press attack, but should the region be conquered before your attack; you will not be refunded.

Back on topic, hopefully, if initiative is restored (cannot attack whilst being attacked) there are alternative method to blocking, if one studies borders. It is, however, much more dangerous than the V1 institution. Lets look at an example;



The country I'm going to talk about is Romania. If you look at the Non-EDEN (and thus to them, enemy) countries they border, they are; Hungary (West), Serbia (S West), Bulgaria (South) and Ukraine (North). There are two types of blocking that can be done;

1. The total block.

The only way for Romania to be completely blocked, would be for each of these countries to attack them. It would open up each Romanian MPP, but as we saw during the UK Invasion, when you have 3 or more active fronts, damage is split to the extent that not all battles can be won, and even if they are, there are enough countries to iniative lock a country until there is only 1 region left. This form of blocking is not often, and is only used when there are several countries which you do not want to be attacked, from a tactical point of view.

2. The thinkers block

It should be noted that blocking is only to stop another country invading, so it would only be necessary for the countries who you wish to protect to attack. For instance, take Podolia. To block Romania from hitting that region, Hungary, Serbia or Bulgaria would need to attack the region which borders Podolia (Transnitria.) As Romania could not attack Podolia without first retreating Transnitria, they are effectively (although not absolutely, because they can retreat that and attack others) blocked. It is this type of "border block" which will probably be the new, preferred form of blocking. Should there be more than one region that has a border? Attack them all.


In short, You cannot "permablock" anymore, but whilst admins have stopped one form of blocking, those who think can still effectively block, by attacking the regions which borders would be used to attack, or attacking with the countries that would be attacked, first.







Healing

Another change with V2 is the system by which wellness is restored through the hospital. In V1, the final formula was that you were healed the amount of wellness you lost, but only once a day, after fighting. Hospitals took forever to make, and granted you a maximum wellness based on the simple formula of (Q*10) up to the amount of wellness you lost, which was (number of fights*10.)

Now, however, wellness is not so linear. That means you aren't guaranteed one fight per wellness pack: you could face a huge enemy and use several wellness packs ensuring he is killed. You could get lucky and face someone who has just managed to beat the almighty kumnaa and dies after your first hit. The new module introduces luck and chance into our lives; and whilst there will be moments we bemoan: we'll also be able to kill people much stronger than ourselves, every now and then.

Not only is wellness taken in a completely different way, its also restored in a completely new manner. Hospitals are customizable: thats understandable. However, they are now only offering a finite amount of wellness each. That means that should too many people use a hospital (which offers upto 10,000 wellness points) it will be spent completely and disappear.

As well as this, hospitals are based in the region you are attacking: so if your side doesn't own the hospital, your side doesn't heal without wellness packs. Whilst this ensures that we have a hospital sector, and forces countries to ensure their regions have hospitals (a loophope we overcame in V1) it does, bode badly, for situations that admin has not considered.

Should a region be conquered, and unfortified, the only way to get it back is to attack the region and kamikaze your troops. Lets face it: In the days where non-army (2-4 click) damage can reach hundreds of thousands, even if a country doesn't fight, a RW will more than likely fail.


The new hospital rules bode badly for attackers; they need to conquer tiles around a hospital (before the defenders use all the wellness) before they can heal, and should they never get that far there will be significant numbers of their troops who will be starting the next day with a maximum wellness of 70.
Defenders also lose out under this rule, if their hospital tiles are overrun: so they pay for a hospital, to heal their enemy!







The fact of the matter is that we have complained, publically and privately, about the limitations and tedious nature of V1 for as long as I've been on the game (almost a year) and admins have done their best to appease us. But still, we are unhappy. This is because nothing is perfect, and in the brief moments were a game reaches its limitations, should a party lose out they will moan about it: this is natural.

I would suggest that in the future, changes are not made because of what people want, but instead, are made to improve the game for everyone. This is because its an undeniable fact; some changes have benefitted each side. For instance, should EDEN wish to bridge across the UK again, or through another Phoenix country with a lot of regions, there are regions without hospitals which are undefendable to the vast amounts of Gold they will "discover" and then spend. As well as this, Serbia benefits from a huge advantage in Liaoning: it can only be attacked by one person at a time. As will Indonesia, when they finally get their grail. Sorry, I mean Grain (and titanium.)



To conclude, V2 is different, but thats what we asked for. V2 is harder, but thats what we asked for. V2 has images, and more wimminz. AND THATS WHAT WE ASKED FOR. I find it amusing that the same people who are ready to criticize V1, continue to bash V2 just because admins haven't made it so easy its boring for us. We all play the same modules, the same game: if you don't like it, why do you play?

jamesw
Just chipping in

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