This thread is great, thank you ICY for condensing the info and to all that contributed.
I am curious, maybe someone can clarify...
After receiving a "max payout", many operate under the assumption of repaying the bank 12%-15%. My question is, do you need to repay the entire resource value of ALL troops won from the Prize, or just repay the "profit/gains" received from the prize?
i.e. you start with 10k SOL's, finish with 15k SOL's, do you need to repay the resource value of 15k SOL's or 5k SOL's?
OH. And, don't forget to mention that the minimum banking requirement for a given prize is also a variable.
So, even if you think you've met the minimum bank, and take down the prize, quite often that's still not enough to trigger a payout. Figured this out when going back down the ladder and taking down yellow-lined prizes of lower level. I sometimes go down 2 or 3 levels before triggering a payout. What's up with that?
A variable of 1pc, 2pc, even 3pc, is probably fine to make a fuzzy bank. But, when it's 9pc. to 20pc. it becomes monstrously difficult, especially when dealing with high level prizes.
To put things into perspective, after a prize run it takes 3-5 days, or up to a week, to re-train pirates and mercs (especially mercs), and that's only working towards bank on a lvl.33 prize. Some of me higher-level brethern are constantly training marauders for prizes and other things. And, do you know how many they have in their harbor at one time? Take a guess? (answer below).
There's got to be a better way. I feel like a mouse on a wheel. I'll eventually forgo banking and just work at taking down the highest level prize I can get away with limited to 2 days of re-training. See where that takes me.
When working in the lower levels, payouts are a pain. You generally exhaust more troops than what it pays out. Ideally you want to be in the 40s+. This is where you start to see decent payouts.
Secondly yellow barring doesn't work the same way anymore. Its best to yellow your highest and second highest then take out your advancer. Then because it won't pay the full payout you drop down and hit your second highest. Also when yellowing you don't want to yellow 30's or less. Its relatively useless.
Hi Sergey: Do you really think that hiding our banking accounts are making the game more exciting?Hello!
Cool! I'm glad that we resume this thread!
Well, some of the in-game features should not be explicitly shown to players. To me, this adds more excitement and thrill to the game.
Timur The Lame said:
Sergey Kryvorotchenko said
Hi Sergey: Do you really think that hiding our banking accounts are making the game more exciting?Hello!
Cool! I'm glad that we resume this thread!
Well, some of the in-game features should not be explicitly shown to players. To me, this adds more excitement and thrill to the game.
Yes, I think so, Captain.
Let's consider 2 cases:
1. Your Prizes' progress is known. You need just send Units to Prizes and wait for your progress reaches the certain value. Very simple.
2. Your Prizes' progress is hidden. And you have to a) find out what is the Resource value of each type your Units; b) Calculate all the loses; c) investigate which types of Units are more useful for exchange on Prizes; d) pay attention to details to find out your bank is full and it's time for a big reward!
And which case is more strategical to you, Captain?
Sergey Kryvorotchenko said:
Let's consider 2 cases:
1. Your Prizes' progress is known. You need just send Units to Prizes and wait for your progress reaches the certain value. Very simple.
2. Your Prizes' progress is hidden. And you have to a) find out what is the Resource value of each type your Units; b) Calculate all the loses; c) investigate which types of Units are more useful for exchange on Prizes; d) pay attention to details to find out your bank is full and it's time for a big reward!
And which case is more strategical to you, Captain?
Number one, because with it I can plan, i.e., make strategy. With number two, I can play detective/researcher/adventurer (or ignore the prizes, as I usually do).
Crowbar said:
Sergey Kryvorotchenko said:
Let's consider 2 cases:
1. Your Prizes' progress is known. You need just send Units to Prizes and wait for your progress reaches the certain value. Very simple.
2. Your Prizes' progress is hidden. And you have to a) find out what is the Resource value of each type your Units; b) Calculate all the loses; c) investigate which types of Units are more useful for exchange on Prizes; d) pay attention to details to find out your bank is full and it's time for a big reward!
And which case is more strategical to you, Captain?
Number one, because with it I can plan, i.e., make strategy. With number two, I can play detective/researcher/adventurer (or ignore the prizes, as I usually do).
You can plan with number two as well. Why not? You just need to investigate this feature carefully to make a more precise plan. The difference is just in difficulty level.
Sergey Kryvorotchenko said:
Crowbar said:
Sergey Kryvorotchenko said:
Let's consider 2 cases:
1. Your Prizes' progress is known. You need just send Units to Prizes and wait for your progress reaches the certain value. Very simple.
2. Your Prizes' progress is hidden. And you have to a) find out what is the Resource value of each type your Units; b) Calculate all the loses; c) investigate which types of Units are more useful for exchange on Prizes; d) pay attention to details to find out your bank is full and it's time for a big reward!
And which case is more strategical to you, Captain?
Number one, because with it I can plan, i.e., make strategy. With number two, I can play detective/researcher/adventurer (or ignore the prizes, as I usually do).
You can plan with number two as well. Why not? You just need to investigate this feature carefully to make a more precise plan. The difference is just in difficulty level.
I cannot plan if I don't know how it works. The question was "which case is more strategical to you?" and my answer is: "the one in which I can plan to make strategy". The other one is a detective game (where you can change things under the hood without us knowing). We can play both, of course, but only one is (more) strategical.
I can accept that one can plan to a certain point without knowing the exact rules and/or when they change (i.e., in case #2), but there is no doubt that one can plan better if they know how it works, making the case one more strategical, which was the original question I was answering.
Crowbar said:
Sergey Kryvorotchenko said:
Crowbar said:
Sergey Kryvorotchenko said:
Let's consider 2 cases:
1. Your Prizes' progress is known. You need just send Units to Prizes and wait for your progress reaches the certain value. Very simple.
2. Your Prizes' progress is hidden. And you have to a) find out what is the Resource value of each type your Units; b) Calculate all the loses; c) investigate which types of Units are more useful for exchange on Prizes; d) pay attention to details to find out your bank is full and it's time for a big reward!
And which case is more strategical to you, Captain?
Number one, because with it I can plan, i.e., make strategy. With number two, I can play detective/researcher/adventurer (or ignore the prizes, as I usually do).
You can plan with number two as well. Why not? You just need to investigate this feature carefully to make a more precise plan. The difference is just in difficulty level.
I cannot plan if I don't know how it works. The question was "which case is more strategical to you?" and my answer is: "the one in which I can plan to make strategy". The other one is a detective game (where you can change things under the hood without us knowing). We can play both, of course, but only one is (more) strategical.
I can accept that one can plan to a certain point without knowing the exact rules and/or when they change (i.e., in case #2), but there is no doubt that one can plan better if they know how it works, making the case one more strategical, which was the original question I was answering.
I feel like we're going in circles, sir Crowbar. Prizes are a difficult part of the gameplay. I know a lot of players who lose their troops. On the other hand, I know players who get their rewards constantly. What does it mean? It means some players have a strategy even without their Prizes' progress (bank) and another part doesn't have any strategy or tactics.