JUSTICE AND FAIR PLAY

Day 1,151, 06:52 Published in Greece Greece by LEFKADIAN

Erepublik is a quit good browser game but has many problems.

Most of the players are disappointed and ready to give up the game.

This is happening because there is no JUSTICE AND FAIR PLAY in the game....

Here are some major problems and the suggested solutions to each one of them so that the game will be more reliable, based on JUSTICE AND FAIR PLAY FOR EVERYONE.

Problem 1:
Multiple accounts, hackers and cheaters
Solution:
Permanent BAN to ALL CHEATERS!
Permanent ban will prevent players to create multiple accounts and cheat.
The game will be more reliable and will regain the trust of the players. THEN the players will start buying gold with real money, because they will know that they are not fooled by cheaters.
REGAIN OUR TRUST, PERMANENT BAN TO ALL CHEATERS!


Problem 2
FAIR PLAY
Solution:
Reduce the damage of the old players.
It is outrageous to see players doing with one hit 3.000 dmg while others do only 50!
How this can be done:

Damage should be based on the weapons quality and not only to strength, because as far as the limitation of WPs and number of fights is concerned, such changes would NEVER be accepted by admins because they will lose GOLD...

The solution that will bring justice to the game is to let the WPs and the number of the fights free, and reduse a little bit the damage of the old players.

Something more that should be considered, is that the productivity of a new player, without booster and friends bonus is 278, while an old player has no more than 650 productivity without boosters and friends bonus...
RATIO 1:2

On the other hand, a new player is doing no more than 50 damage in battle, while an old player is doing more than 2.000!!!
RATIO 1:40

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

THERE IS EQUALITY IN ECONOMY MODULE BUT NOT IN WAR MODULE!

We want the same ratio in WAR MODULE TOO!!

WE WANT EQUALITY AND FAIRPLAY FOR EVERYONE!!


For example, the damage based to guns, could be like this:


1) NO weapon = 1 dmg
2) Q1 weapon = 10 dmg, 5 uses
3) Q2 weapon = 12 dmg, 9 uses
4) Q3 weapon = 14 dmg, 13 uses
5) Q4 weapon = 16 dmg, 17 uses
6) Q5 weapon = 18 dmg, 22 uses


Strength should only increase Weapon damage as above:

Level.....Strength skill....Strength Points.........Increased Weapon Damage
1............Greenhorn.................0.....................................0%...........................
2............Rookie.....................40...................................10%.........................
3............Hotshot...................100..................................15%.........................
4............Marksman...............180...................................20%.........................
5............Sharp Shooter..........300...................................25%........................
6............Professional.............450...................................30%........................
7............Expert......................650..................................33%........................
8............Ranger.....................900..................................36%........................
9............Nemesis................1.200..................................39%........................
10..........Veteran..................1.700..................................41% .......................
11..........Veteran *................2.500..................................43%........................
12..........Veteran **...............4.000..................................45%........................
13..........Veteran ***..............5.500..................................47%........................


WITH THESE CHANGES:

1) New players will be more competitive to the older ones, BUT still the older will have always a small advantage.

2) By reducing the damage of them who fight with NO weapons to 1 damage per fight, you make multiple accounts useless in battles, as NO ONE buy guns for a multi!

3) There will be equality and justice to all players as NO ONE will be able to be JOHN RAMBO or something, doing the same damage as 100 players together!

4) The gun companies will not be destroyed as the Q1 and Q2 will still be reliable

5) JUSTICE among players:


Damage of a new player (Greenhorn) with Q1 gun: 10
Damage of a middle player (Professional) with Q1 gun: 13
Damage of an old player (Veteran) with Q1 gun: 14,1

Damage of a new player (Greenhorn) with Q5 gun: 18
Damage of a middle player (Professional) with Q5 gun: 23,4
Damage of an old player (Veteran) with Q5 gun: 25,38


6) Αbout the chances of attack and defense:

Rank Level........Rank................Total Damage*...........Chances of successful Attack/Defense
1.....................Private...................0 to 249..........................................40%
2.....................Corporal...............250 to 749........................................50%
3.....................Sergeant.............750 to 1499........................................55%
4.....................Lieutenant..........1500 to 4499.......................................60%
5.....................Captain..............4500 to 8999.......................................65%
6.....................Colonel..............9000 to 24999......................................70%
7.....................General.............25000 to 74999.....................................75%
8.....................Field Marshal..........75000+...........................................80%

*Total Damage should be reset



7) The older players will always have a significant advantage in battles against new and middle players.


Damage of a new player (Greenhorn- Private)
with Q1 gun: 10 dmg
chances of successful attack 40%

Damage of a middle player (6months)(Professional - Lieutenant)
with Q1 gun:13 dmg
chances of successful attack 60%

Damage of an old player (Veteran-Field Marshal)
with Q1 gun: 14,1 dmg
chances of successful attack 80%


Damage of a new player (Greenhorn- Private)
with Q5 gun: 18 dmg
chances of successful attack 40%

Damage of a middle player (6months)(Professional - Lieutenant)
with Q5 gun: 23,4 dmg
chances of successful attack 60%

Damage of an old player (Veteran-Field Marshal)
with Q5 gun: 25,38 dmg
chances of successful attack 80%


Οlder players have 50% better chance of successful attack against a new player and 25% better chance of successful attack against middle player...

The dmg is bigger around 40% compered to a new player and ~10% compered to a middle player...

I thing that these figures are fair enough for all players...plus they are also more "real"...i mean this is a game, but no one should be John RAMBO! How much better soldier can be someone who serves in the army for 3 years than someone who serves for six months in rl...??




Problem 3
LACK OF STRATEGY
Solution:
MINI MAP BATTLE AT WAR MODULE!

We are playing this game because we like strategy games, SO bring back the mini map battle war module and make erepublik the BEST browser game in HISTORY!

Of course, there were been many problems at mini map V2 war module, BUT, they are easy to be solved!

1) All weapons should be made by iron

2) 4 kind of guns: riffle, artillery, helicopters, tanks

3) Bonus per gun:

a) Riffle : + 20% uses due to the use of ammo from the "dead"
b) Tanks:+ 20% damage due to firepower
c) Helis: + 20% chance at defense/attack due to mobility
d)Artillery:+1 hexagon fighting distance

4) Attack/Defense Bonus per groun😛
a) Riffle : + 20% at mountains
b) Tanks:+ 20% at plains
c) Helis: + 20% at hills
d)Artillery:+20% at towns

5) Attack/Defense bonus per opponent
a) Riffle : + 20% against Artillery
b) Tanks:+ 20% against Riffle
c) Helis: + 20% against Tanks
d)Artillery:+20% against Helis

6) When someone conquers the opposite hexagon with no fight, WONT lose 10 health

7) When a country conquers a region and manage to HOLD it for 30 days, then this region should become original region for the conqueror unless it is the last original region of the country!!

8 ) Redirection after "death" ONLY at the neutral area, and at the hexagons where allied Helicopters are located.

9) The mini battle map should be seperated in 6hours battles where you have to win 3 of them (18hours) to win the battle.
So, the less a battle could last would be 18hours and the most 30hours (5 X 6hours). It is the same like todays war module.
By doing this we will succed that there would be a need for fighters to join the battles more times per day...



This article will be published in Greece for discussion and then it will be published at the suggestions section of the erep forum

EDIT:
The Presidents of all countries will be informed and i will ask for their support!
Maybe, if all countries support this, the game might have chances to be great again!