Thoughts on the new military module
BogdanFV
Before I start to write a wall of text about what I learned about the new military module and how Canada should react to the changes I want to make a statement: Yes, I am back, I came back the second day I announced I was leaving Canada and thank you to those that sent me PM's in-game telling me not to leave, you have proven to me that you are worth it.
A big thank you to smif for making me understand the changes more deeply then what I managed to do on my own!
I have been fighting in this game for 2 years, I experienced the war module in V1, I experienced the rising PvP and now the new changes to the war module. From the printscreens, the information I was able to collect from various battles and from the information I got from smif I finally understood how the military module works. The main ideas I am going to detail are the following:
1) All soldiers should come back home and station themselves in Canada.
2) We should all have as high wellness as possible.
3) We should all have at least one q5 weapon with maximum damage in our inventory.
The explanation to those above comes from the game mechanics itself. The PvP presented by the admins is what wanted to be a combination of the Rising PvP module and the V1 wall. The PvP in comparison to the Rising PvP is a lot less complex the basic idea is that no matter what hour you log into and decide to fight you will have an opponent, if you don't have anyone to fight then it is more surely a bug that you have to report.
When you attack an enemy country you as an attacking soldier are fighting the "ghosts" of the said country, you won't fight the active citizens of the country (the ones that are online) nor will you fight the ones that clicked join battle. You will fight with a server generated list with the citizens currently residing in the said country close to your weapon skill and you will just have to fight each and every one of them.
An image of the said citizen is generated based on his current wellness and his or her's best weapon. So in comparison to V1 the wall isn't formed by the number of citizens in the attacked region multiplied by a number, in the new military module it is formed by the number of citizens in that said country, their rank, their wellness and their weapons. This new military module clearly gives a big advantage to countries that have a big population number so it has became really important that not only we bring our citizens back from around the world but also that we start attracting new citizens to our country.
What neither I nor the people I spoke with failed to understood so far is how the MPP influences this new military module? Would the list be extended to the citizens of all the countries that have an active MPP with the defender or are they just able to fight when they desire?
Later edit: Cozza killed a serbian in Sudovia (polish battle against Lithuania) so it appears that citizens from MPP countries are added to the roll.
I may of not put this ideas in the most elegant way possible but the idea is as following:
One q5 weapon in your inventory and high wellness each day could make you a hero if Canada is attacked!
Comments
Wow, I did not interpret it that way.
So I was out there figthing ghosts all along?
dum dum duuum
Yup< I frankly can see an attack of clones just to increase the population number of countries and increase their chances to defend themselves.
great article! voted!
If I'm reading this correctly, then the actual NUMBER of the population isn't what will make a country harder to attack. Rather, it's the PERCENTAGE of that number that is equipped as you say (high wellness, q5 weapon). A nation of 5 people, all with high wellness and q5 weapons at the ready, will have a cycling army of 5 ghosts with high power and health. A nation of 5000 people, where only 1000 are equipped that way, will only pull out a strong ghost defender 1 out of 5 times.
Since battles cannot be won with ghosts alone (a ghost will never produce Influence, which is what moves the New Wall; only active attacks do that), I don't see what a clone army would add to any country.
The influence meter isn't calculated with ANY population numbers; it starts at 50% and is pushed back and forth by the attackers of the battle. Having strong ghosts means attackers can't push it as far per attack, but battles will more likely be won by having more or stronger attacks than the opponent instead of how well their ghosts perform.
True but each clone you encounter damages you at least 10 health so an army of decent enough clones can in fact stop a smaller army of well trained and better equipped soldiers.
The clone war all over again!
I killed Euphonix last night in four hits with no weapons so I don't think it matters who your opponent is, or how many there are, just how many times you fight. Its just damage added to the total much like before, with the illusion of PvP.
+1 for the article. Sadly, the new war module is for dummies 🙁
Xzar: "I don't think it matters who your opponent is, or how many there are, just how many times you fight."
Exactly this. You don't have to fight every ghost in a country to win; you just need to attack more than their attackers.
Just thought to let you know that I killed the same person twice. That is to say, I killed this guy once, killed two other people, and then he showed up again, full health and I killed him again.
It was my understanding that the "wall" was just the same as before: the amount of damage/influence that each side puts up.
ha, Fram you're just a big tease
THis is why I'm attacking eSingapore so I can kill the admin. 😉
^dats a good idea lets attack singapor i fink am gunna add it in my cp plattform lol
Well written mate \o/
~hyuu~