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Messages - Ruddertail

#16
For some of us, myself included, the coordinated fight really is the whole point. It's not fun without somebody to fight, though, and that's the problem - those who like the coordinated fight often end up coordinating together, and then become reluctant to fight each other.
#17
Strategy / Re: Towers
July 02, 2013, 11:29:42 PM
It depends on the scenario. Towers can be useful if you're close to having land locked up. Normally, that doesn't happen, so they're useless.  That's pretty much the short version.
#18
It's an option under demolish buildings, which is an option under construct.
#19
Any time you drop land, it goes to the land farm.
#20
Help / Bugs / Re: New to the Game?
July 02, 2013, 10:29:23 PM
Since Shadow's offline, I'll answer that for you, but you've more or less got it already. Since offensive leader missions are based on leader/land ratio, you want as many leaders on as low a land as possible for optimal leader defense. When you're actually setting up to defend a pile of net, having a clan mate hit you to low land is more popular than actually dropping, because you can go over the 175 leader/land ratio where you losing leaders if you're actively using turns. But for offensive missions, it's key.

The other reason is to allow clans to run together as a team. Basically, one person grabs the land, uses it, and then spends the last 25-50 turns demoing structures, then drops land. That way, their teammate can pick it up, without having to wait for somebody else to attack them first.
#21
General Discussion / Re: helllo
July 02, 2013, 10:14:16 PM
Hey, welcome.
#22
I can clear things up on Shadow's behalf on at least two counts:

1) The "Passive thing" is him wanting to simultaneously tweak code and playtest. For this reason, he's refusing to attack anyone or formally team with anyone. Which brings me to
2) The troops. Which is me paying him for food (perhaps overzealously, though I guess we can call a bunch of it advance payment). For the record, he refused to accept troops to hold, so I'd have had to find some way of buying them back.


As far as the general playerbase apathy, I think your team mates' name summarizes it best: I dunno. I broke you guys at least two days running, but I'm pretty sure I was the only one to do so. I had limited help from Firetooth on one of the runs, and Shadow cut me some good deals, but I didn't really have a team to fall back on, and there wasn't another team out there seriously fighting. Even when I broke you some time before your run, I don't think people did much of anything with it. Maybe people just want to solo net in peace for a set or two? I thrive on the whole coordinated takedown/buildup thing, honestly, so I don't really understand that. Maybe part are just sick of fighting Sevz (on every level)?



As far as reverse desertions, I think it actually worked more in your favor - it made it hard for me to hold a proper breaking army between runs, which means even the times I broke you, I was down to maybe 200 - 250 turns before I got the seriously good land.
#23
Clans / Re: Rudder's Recruiting
July 01, 2013, 06:31:37 PM
Oh, and I should clarify I'm not excluding anybody who's been around for a few months, just looking for people who aren't already an RWL "big name." If you have to ask whether you qualify, you probably do.

(Unless you're drunkKilk. He might ask that question. But he doesn't qualify for this, because he's too lazy to play.)
#24
Clans / Rudder's Recruiting
July 01, 2013, 06:19:27 PM
Not precisely a clan topic, but I'm looking for new players (either new to RWL or completely new to this type of game) to team up with on either turbo or reg. No requirements except that you have skype or some other IM available, and be willing to coordinate runs and work together. I keep seeing a lot of new names showing up on the forums. . . I'm hoping some of them will be interested in making a mark.

Skype: jacoblinn
Or PM me/post here if you use another messenger.
#25
Turbo Discussion / Re: Turbo Awards
June 30, 2013, 02:43:37 PM
Quote from: Sevz on June 30, 2013, 02:36:47 PM
I'M NOT SCREAMING MY CAPS LOCK BUTTON IS STUCK

YOU WANT A PIECE OF ME?

Lol Sevzs.

Quote from: Firetooth on June 30, 2013, 02:22:16 PM
Quote from: Ruddertail on June 30, 2013, 02:17:40 PM
Hey guys, remember when we discussed turbo rounds without screaming and mocking each other? . . . yeah, neither do I.
Now where is the fun in that?



I dunno, maybe try it some time?
#26
Turbo Discussion / Re: Turbo Awards
June 30, 2013, 02:17:40 PM
Hey guys, remember when we discussed turbo rounds without screaming and mocking each other? . . . yeah, neither do I.
#27
Turbo Discussion / Re: Turbo Awards
June 29, 2013, 05:43:49 PM
Quote from: Shadow on June 29, 2013, 05:21:56 PM
He was actually around for the early coding and concept stages

Only sort of. We were mostly working on a different project when I was still here, which kind of got abandoned when I left.
#28
Development / Re: Taeks second opinions on rwl 3.0
June 29, 2013, 03:30:54 PM
Quote from: taekwondokid42 on June 29, 2013, 06:08:45 AM
Quote from: Ruddertail on June 29, 2013, 12:01:58 AM
Honestly, Taek, it was relatively easy to take you out once we actually got the equations and stopped relying on bad guesses, but that's just because you messed up with setting up your leader defense. If anything, lack of suicides should have made that takedown impossible. All you needed to do is run to 150k, use the leader capacity thing/academy to get to 100 leaders/hut, then have somebody hit you to 20k ish land. You'd have a ratio close to 700. There's no way to beat that with the land available. In fact, I'm not sure it's possible to beat it period, by sheer leader mass. . . the more leaders we have, the more land we have, and on.  Takedowns don't need to be made harder overall. We just got lucky that you guys didn't set up well.

like I said, had I known the equations there's no way I would have felt comfortable at a 175 raio on 33k land.

Also >.< shields. I did so well all round. Then I realized it was still the 27th and I didn't have enough shields to make it to the end of the round. That's an awful feeling.

Fair enough, and I'm not trying to gloat. Point is, leader takedowns don't need nerfing, i.e., exempting leaders from murders, etc. This round, it should have been impossible. With the addition of a way of killing leaders, it will still be pretty difficult.


As far as cutting back on aid credits, I'm skeptical. Mass aid dumping is one of the few ways for indies to keep costs low. Maybe if the market gets up and running, they'll be able to take it, but I'm not sure. Passing between allied clans is hard enough as is.
#29
Turbo Discussion / Re: Turbo Awards
June 29, 2013, 03:12:51 PM
A newbie? Seriously? I think I murdered down the wrong person . . .
#30
Development / Re: Taeks second opinions on rwl 3.0
June 29, 2013, 12:01:58 AM
Honestly, Taek, it was relatively easy to take you out once we actually got the equations and stopped relying on bad guesses, but that's just because you messed up with setting up your leader defense. If anything, lack of suicides should have made that takedown impossible. All you needed to do is run to 150k, use the leader capacity thing/academy to get to 100 leaders/hut, then have somebody hit you to 20k ish land. You'd have a ratio close to 700. There's no way to beat that with the land available. In fact, I'm not sure it's possible to beat it period, by sheer leader mass. . . the more leaders we have, the more land we have, and on.  Takedowns don't need to be made harder overall. We just got lucky that you guys didn't set up well.