National Defense Plan
Gnilraps
Military Dept
Day 1,310 of the New World
"...and the earth died screaming, while I lay dreaming..."
— Tom Waits
The following is a recommendation for increasing our effectiveness against the "Fight" clicks of our enemies, NOT for increasing our effectiveness in our own "Fight" clicks. (This is for our Defense, not Offense).
I did some research (which due to the criminal lack of information provided by wigs amounted to polling about 50 high-ranking Citizens) and arrived at a consensus about how our Citizenry appears in Defense against the “Fight clicks” of our enemies.
When one of our enemies Citizens enters the battle screen, he/she is given a random citizen from eUSA to fight against – though one who is near in “Strength” to the attacking citizen.
So if a Spaniard with strength of 2500 clicks to fight in California, he will be paired against a random sampling of current eUS Citizens with roughly 2500 Strength.
Let’s say that Gnilraps is chosen for this Spaniard to fight against.
My current highest-inventoried weapon (a Tank atm) and my current health status (72 atm) will determine how I appear in defense of this Spaniard’s “Fights”. I am currently a 3-4 shot kill.
But if I have no weapons left in inventory and have fought my health down to 20 during my last round of fights, I will be a one-shot kill against Spain. It does not matter that I took Tanks into battle with me an hour ago, if I have none now, my enemy will see me empty-handed.
This being the (we think) case, I want to propose the following program for strengthening our National Defense:
1: All Citizens be asked to carry 1 Tank in inventory at all times.
2: Citizens be encouraged NOT to fight all the way down to 20 Health.
I have a very simple suggestion for getting tanks into citizen’s hands quickly:
Arm America and similar programs will focus on getting tanks into citizen's hands AFTER they are done fighting as opposed to immediately prior to their food fights. This can be done by a combination of citizen education and program emphasis.
Furthermore, Dept. of Defense personnel should be watching every battle. When a citizen begins doing damage, his/her profile should be accessed, then a single tank should be donated ~15 minutes later (presumably AFTER their food fights have been spent).
Aside - Using this technique, weapons should be distributed to all citizens fighting anyway, thereby strengthening our Offensive Fights.
As for #2: Citizens NOT fighting down to 20 health, it may seem to you unwise since citizens will be giving up a kill or two per day. However, the gain outweighs the loss.
If each citizen refills his/her health after EACH kill, then stops fighting immediately when his/her available health pool runs out, our Citizens will be defending with consistently greater health during the 6-hour wait between food fight rounds. A citizen with a Tank and 80 health will likely require 3-4 clicks to kill instead of 1.
The reason this results in a net gain for our side is as follows.
We are inferior in population to our current enemies. This means each eUS citizen is appearing as a defender more frequently than our enemies citizens are since our pool is a smaller one to draw from. In other words, our strength in Defense is worth more statistically, right now, than our strength in offense.
This is further augmented by the fact that we are currently defending against more nations than we are attacking. Our strength in Defense is absolutely more critical right now than our strength in Offense. We can sap our enemies' food fights.
The result of a plan like this will be about 2 fewer kills per citizen per day (since whatever low health you are left with just has to be refreshed before the next health round anyway), but would result in more than 2 fewer kills per citizen for our enemies per Health round. The net gain could be enormous. (The only caveat is if a player has a house, he/she should make full use of it during his/her last round prior to server reset by fighting down to below the Q level of the house.)
I remind you that this plan is the result of informally ascertained information. If anyone has access to confirmed data that either negates or corroborates the information I am basing this on, that would be helpful.
Comments
Actually this doesn't quite work because regardless of health, weapon, or anything else, each hit is still the same. Whether it takes me 1 click or 4 to kill someone doesn't impact anything at all. Why?
Random player math
4 kills of low hp/no weps = 1000x4=4000
4 hits to kill 1 player with high hp and weps = 1000x4=4000
So, in the end, everyone nets the same influence. It would only matter if someone didn't finish the kill.
Also, I'd rather people fight until they have 20 strength and get those extra fights in.
As a defender, you are no more than an NPC. Admin is not that smart to actually add a defensive part to this game.
Better strategy.
Unified Command.
Congressional Support for all militias.
THIS IS WHAT WE NEED!!!
Article forthcoming.
I don't think that will have a significant impact on influence. 1 less kill 😕= the 5-6 extra hits our citizens can do.
Plus, in the end, it all equals out in number of hits. Use erep advanced and see you kills/hits. It is pretty much the same.
I'm not sure this will really help. I do the same damage per hit, with the only caveat being that I have to complete a kill to get the damage.
Just as an example, I have 550 health presently. So on any given 6 hour window, I get 55 fights out of it. So I'll get 55 x my base every time regardless, as long as I end on a kill. Now, if I see a guy 100 strength above me with a tank that might take 7 hits to kill, I'll stop. Whereas if I see a guy 100 strength below me with no weapon and 30 health, I might finish him in a hit. In the former, I might end up with lower influence and more health, but I also start up again in 6 hours with that higher health amount.
What this means is that for any given 550 point session, I might vary my influence by 2-6k, but over a bunch of sessions, I'll produce a steady consistent average. We can implement something like this but it really is not the kind of thing that will reduce the long-term steady consistent average of our opponents.
One final thought. The silver lining in this analysis is that the proposal above cannot hurt either.
From my view point i'd kinda work, there's been many times I've had to give up a kill or two because I had fought to many tanks and used more health. I ended up doing 65k instead of 70k...that 5k aint much but damage is damage
At the very least, hopefully this article will get other ppl to brainstorm effective strategies.
It won't help, we loose 4 or 5 hits and in return we get 1 hit less from our oponents. This does the oposite, it hurts us.
I'm not sure. Player A hits a guy 4 out of 5 hits and then stops because he's out of health. No kill = no influence - right? At least that's how it appears. Player B comes in and finishes the job in 1 hit. She gets 1 hit worth of influence. The previous player's damage didn't stack. So, even though 50 health were taken from the 2 players, only 1 hit worth of influence seems to be awarded.
Not sure how this affects the overall metrics, but, it seems to me that unless you're trying to get to 0 remaining recoverable health, it doesn't seem to make sense to fight someone unless you have the health to actually kill him.
Agree with Chutley's comment, at least Gnilraps is trying to think of something, instead of migrating
i thought the defense plan was hide like little girls and send little kids with guns to fight.
no wait real plan get canada do invade us so when we invaded canada will give are land back, how does that work if then they all plan to invade canada as well.
So I have to say, after all of this, that it is clear that the Wig has created a military module wherein the only actual strategy takes place at the National level... where to attack and when, where to defend and when
For the rest of us, other than the "strategy" of carrying a weapon into battle or not, there is NO STRATEGY WHATSOEVER. How pathetic.
I joined this game because it was not a war game. There are better war games.
Why try and make do with what we already have?
Maybe we, or someone, could come up with an effective defensive module for the game and petition admin about it.
try and take advantage of the fact that they update the game so god damned much.
I believe the opposite would be better. I think the best possibility would be (as a defender) down to 20 so that you have the chance of having your opponent (attacker) waste a weapon on you, but only get credit for bring you down 20 wellness, where they may have possibly gotten you down 30 or 40 wellness if you had a higher initial wellness.
For instance, say as an attacker with a tank you would normally knock someone down 35. Well, if the defender was at 100 wellness, it would take you 3 shots to kill.
However, say that same defender was at 20 wellness, than you would hit once to kill...HOWEVER you would be wasting a bit of your weapon since you are only getting credit for degrading the defender by 20 wellness and not 35...but still using the same weapon.
Interesting points all. Voted.
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