Salvage infinite mp

Is some element of the game overpowered? Or useless? Is there a strategy that's unbeatable?
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Sphinx
Posts: 186
Joined: Tue Dec 05, 2017 8:40 pm

Sun Feb 18, 2018 7:45 pm

1. Have salvage over 100%
2. Start building something
3. Salvage right away for manpower profit

Mike, your thoughts? Working as intended or abuse of mechanics?

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Mike
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Posts: 331
Joined: Mon Nov 20, 2017 7:13 pm
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Tue Feb 20, 2018 8:55 pm

I'll cap salvage value at 100%.

Loki
Posts: 130
Joined: Tue Dec 05, 2017 10:24 am

Mon Mar 12, 2018 4:20 pm

I think caping the salvadge values was not the way to go about this... maybe lowering it so theres slightly less gains... like capping at maybe 125% so that eople can still scrap. Why would you add a feature then make it useless??? right now scrapping was a way to keep manpower going if you were wiling to put ion the time to maintain it. the process with an awb (100 mp) would yield only a 65 return when scrapped with the right advances. it wouod take about 2 hours to refill the mp through scrapping. if someone wants to sit and use an added feature for 2 hours... why shouldnt they be able to??

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Napoleon
Posts: 147
Joined: Tue Dec 05, 2017 12:51 am
Location: Brampton

Wed Mar 14, 2018 9:39 am

That's because we already have a way to farm MP through agro colonies... we don't need a second way to do it which shouldn't be allowed anyway.

Why should something give you more than you put into it? That absolutely makes no sense in terms of game mechanics.

It wasn't supposed to do this and it got corrected.

MP is meant to limit nations on how much they can do, this method would be a way around that even in small increments is enough to keep a nation fighting when it should be out of MP completely.

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