Could you please increase the number of medipacks for medium and large colonies? For medium colonies you need to take down several leaders before you get to the map boss, and 4 medipacks is not nearly enough. 10-15 would be nice.
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Could you please increase the number of medipacks for medium and large colonies? For medium colonies you need to take down several leaders before you get to the map boss, and 4 medipacks is not nearly enough. 10-15 would be nice.
I have only had one problem with the medipack limit and that was because I was not paying attention and messed up. I do not see a problem with the current limit and I am about as cheap as they come. You just have to suck it up and lose the troops. I am doing Tier 3 large colonies with at most 800 losses. The expeditions are a joke right now as it is because it is so easy to get around defenses, why make it less of a challenge? More participation rewards? This game is filled with them.
Does that include player owned ones for the purpose of achievement? When I went for it, can't tell which draw of the luck I had at that time since my speciality is with T1 small, but I was baaaaaaaarely able to finish that with 1800 troops and carefully calculating and planning every single step and blocking everything worthwhile.Quote:
You just have to suck it up and lose the troops. I am doing Tier 3 large colonies with at most 800 losses
Other than that, giving you only 1 more Marshall and 1 more Medipack over the easiest of easy colonies despite incurring far higher losses in every situation with marginally better payout is kind of a slap in the face move. Not to mention, these people try to pass this of as PvP, in which case you should have elements that the pros can pull ahead through skill and knowledge over beginners and otherwise noobs or casuals....but with these very restrictive limits, it just comes down to hack n' slash with nearly no skills left to tap. T1 small ones is where the real skill level is at, as you just about have enough marshalls and medipacks to get to the map boss using almost none or all marshalls/medipacks (depending on map alright) with very few "extra" camps needing to be taken care of, which I deem within the reasonable range overall....unlike T3 large where you just end up taking every camp on the way down because of artificially low limits.
Of course not saying that you are lying taking large colonies with 800 or even having marshalls and medipacks leftover, just not having been my experience whatsoever, then again I maybe actually played 5 and looked at a couple more solely for the achievements, and "none" looked all that friendly. Granted again, I may have been in the wrong phase, aka only drawing the worst possible colonies possible (yes, they are not all that random as everyone claims and there are 2 distinctive phases one can be in, unsure how to prove that besides knowing my stuff), BB of course has taken no position on whatever....well, besides claiming working as intended despite it being broken and illogically bad as hell....I guess perceptions vary of what standards should look like :)
Perhaps it is because I rarely ever see a colony that is not coal or hardwood so the http://static.cdn.ubi.com/0034/int/g...hite_black.png defenders do not care. But yes, player owned ones make little difference in the troop loss because you can often avoid the majority of the camps. I find 5-10 attacks is all you have to make with losing all the generals but two to blocks and one to a double attack on the map boss. With that said the shape that colonies are in it is rare that I ever find a colony that is player owned and some people have just given up spending time setting up defenses. Maybe my mind is clouded by that. But like I said the only time I had a need for more medipacks was when I did something foolish. I do not recall ever coming close to the troop limits, but I mainly do large colonies where the number is so ridiculously high anyway. I rarely ever have more than 1500 troops trained and have not come close to having an issue yet.
Anywho I do not think there is a need for more medipacks. If you give us more or increase the troop limit how will anyone ever successfully defend a colony? The only time I can right now is if someone messes up. It sure would be nice to succeed at everything I do, but if I make poor decisions failure is in my future and that is the way it should be.
Or so you would assume...well, it probably is the only reason it can happen on large colonies alright, but I've seen my fair share of fun on small islands heheQuote:
The only time I can right now is if someone messes up.
I'd need to actually play anything besides T1 small colonies to get an understanding about those, the scenario you are describing is something I just haven't been able to see myself, but I'd need to get off my bias that T1 small are the ones that provided the best balance in terms of using all skills and tools available...that and and actually doing colonies again, threw the towel after BB kept shafting me on the double.
Anywho, here is a Tier 3, large colony, unoccupied.
Only had to attack 7 camps to victory.
http://i.imgur.com/eA4cAyG.png
I messed up a bit because I still have not figured out those dogs yet. Did not block at all. Did not need to use the one medipack, just did it to speed things up.
http://i.imgur.com/l1vkPi5.png
619 losses out of the nearly 4k that I can have? If I ever find an occupied colony where someone decided to put up defenses I can put up a comparison. After I built defenses it was only another 6 camps in the marching path, so double the losses without blocking maybe?
I cannot tell you the situation for small or medium colonies, perhaps they are in need of attention. But I have not seen a need for an increased medipack limit. The one time I did enough colonies to make it into the useless leaderboard that 99% of the player base only knows exists because it annoyingly pops up in a new window when you mis-click on it my efficiency was about 3. You check the leaders and they are constantly around 6... so I am horrible at this.
I do not know, again this is just my opinion on the topic.
I like to block every camp I can. I'd rather lose guardsmen, who are free, than attack troops who cost iron or steel. I do the blocks with the minimum number of blockers, just enough that the lead general can pass through; i.e the blocking general dies, and I need a medipack to revive him. With 4 medipacks I can block 7 camps at most.
In my experience on a medium colony I run out of medipacks about halfway through
I'd say T2 Small can be even more of a skill than T1 Small. With T2 Small, you get stronger camps and final boss at only 80 additional troops compared to T1 Small.
Taking SPs example above, being a bandit colony without defenses, I can see themedipack limit being alright, however how you describe it, sounds like a player owned with defenses and making the entire thing either inefficient due to not having enough medipacks or just a hack n slash at the costs that it comes with.Quote:
In my experience on a medium colony I run out of medipacks about halfway through
But why even bother, out of 1 million players (grabbed from thin air), about 10 really amazingly love the expeditions as they are (grabbed from thin air), some 122'377 (grabbed from thin air) that only like expeditions because of marshall speed/map size/time to complete but otherwise don't really care about, and the remaining number that my calculator maths skills too weak for (still grabbed from thin air though), can't even be bothered with it inthe first place.
Less than half hearted implementation to the game with 0 incentive to do them that can be a stand alone game on it's own. But again, BB doesn't feel the need to do a handful of minor changes and ever so few bigger changes to make a virtually dead addition to the game worthwhile playing. Currently it's in the same spot with these glorious adventures that crazy people and bored people are doing for no other reason than masochism.
I'll agree with any such statement as long my requirements are fulfilled, which would be to be able to block at least 80% of all camps to kill and take down the map boss using all marshalls and medipacks available. My main frustration back then was having to pretty much clear 25/35 camps because that was simply in excess to my forced upon limits and that's simply not my definition of "playerskill" when one is being hold back _that_ much.Quote:
I'd say T2 Small can be even more of a skill than T1 Small. With T2 Small, you get stronger camps and final boss at only 80 additional troops compared to T1 Small.
Because with some colony types you can make good profit. If I can block more camps, and lose fewer troops, profit increases. As it is right now, yields for a medium colony are 25% higher than for a small one, but losses are about double, because without enough medipacks the second half is just hack and slash. It's very unbalanced, medium colonies being a lot less profitable than small ones. Besides, killing camp after camp after camp is so boring. I much prefer blocking.Quote:
But why even bother
Not that this adds much that I have not already said, but someone just rolled through my Tier 3 large colony with ease it appears.
http://i.imgur.com/fKNvP0t.png
Only 800 troops lost and from 5 battles lost, they could have done so without using a single medipack (assuming they are level 30 with that fancy general).
So they whooped up on my colony with less that 1/3 the troop capacity and possibly no medipacks. Again, large colonies are fine. Maybe small and medium need some balancing on the attacker side but large you are out of luck if you want to successfully defend one.
Now I only would love to know which phase that colony is lol
Not sure what you mean by phase. If you mean map it was one I had not seen before. It was the most awful ever and that impresses me how they were able to wipe me out so efficiently.
Now this map that I just got... this is the joke map.
http://i.imgur.com/tA0fMpc.png
You can skip over 80% of it and the possible camps. 0% chance anyone can hold this as the poor person I am about to steal it from will come to know. I do not think I will even bother to put up defenses as there are only 3-4 spots where it helps...
edit 1* Looking at closer now I think they know already as I do not see any player camps.
edit 2*
http://i.imgur.com/5gmDZkL.png
And that was end game for the map. Again, large tier 3, occupied, but they set up no defenses. Now the waiting game for someone to take it from me for even less.
By phase I am referring to whatever their "random" algorithm is that decides whatever, having extensively mapped out small T1 colonies and rating them, as well as keeping track of frequency, I came to the conclusion of something like phases that would last weeks before switching, with the odd random odd one out. Said phases pretty much were both connected to the amount of granite/tore colonies that I'd get upon searching as well as the difficulty of any given colony...and the other phase is pretty much the opposite, lots of searches that didn't turn up many to any granite/tore (ewl/gold for that matter too but who bothers) as well as the worst/highest loss colonies to go along, which I defined as, again keeping in mind small T1 colonies, the amount of camps I am forced to hack n slash because they are out of marshal/medipack limit. I guess I could upload examples of such colonies, but that's just going to be a waste of time due to nothing going to be changed, well, it is working is intended....I guess lol
why not make those medipak of unlimited use since you can make them in unlimited quantity?
That would just go the opposite way of the extreme, there would be no set back if you mess up a block and thus throw everyone into the same "no skill pot" again.