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Jul 31, 2012

Jumping, What's the Status? - Bioncleboy101

Here's a special post for you guys by our blog writer, Bionicleboy101(long game veteran) about Jumping. 
 
Lets Get Started
Jumping is an area of the game that many players who, for example, never interact with alliances and who don’t go build massive empires over everyone else - they never get to hear about jumpers, in fact they probably don’t know nothin’. Don’t feel bad if you’re among this crowd, its ok; give yourself a pat on the back. Jumping has a long history and is responsible for many little hidden rules in the game. 






To clarify, Jumping has nothing to do with the button on the side of your map room.

History
Jumping has existed on MR2 ever since the update that allowed you to move your main base was released. Now, relocating your yard is considered 1 jump, jumping means that you are doing it constantly. When you jump once, you accept an invitation and relocate to the hex near your buddy. However, when you do that, all of your previous outposts disappear to wild monster yards.

Jumping is a gameplay tactic where instead of destroying an empire with your own you simply get a buddy and take over some outposts and get invited to your buddy’s outpost, effectively recycling the outposts that you owned. You take over some more, the buddy jumps to one of your outposts, and you keep going on and on and on, until there is no more empire and all outposts are conquered. 

Jumping Takes Skill
Now, while jumping is considered very difficult to stop considering what is happening (and it is true when you say that the empire has no means of defense from this kind of attack) but jumping was and should never be looked back on as a tactic that was easy. Empires were often relatively small and if you had over 100 outposts you were considered massive. You did not get a lot of loot from these empires and that is what drove a jumper’s funding for resources was the loot from an empire. Jumpers could not use any expensive attacks, they were forbidden to use nukes, any expensive monsters etc. or they would risk bankruptcy and could not afford to take any more of the outposts or transfer to a friend, to which they could only hope to farm (if there were any kozus in range) or wait for RGs, farming off of a friend, or buying to replace it. When jumping was first attempted, recycling on outposts was still an option. The developers looked at this tactic and decided to ban recycling on outposts, as they could be taken over and recycled (even by another empire). 

Later on the developers added into the game a 7 day cooldown on jumping so that you could not port to another location for 7 days after your last jump. While yes this hurt the entire principals of jumping, it did give jumpers a new and a REALLY big new challenge – not only did jumpers have to attack efficiently, they had 7 days to be bombarded by retaliation from the empire with him possibly taking back his outposts. Worse jumpers died and better jumpers lived on through the constant draining of resources, attacking the main base, etc. 

Changing Times
Jumping continued on as usual until in recent times with changing takeover costs, developers decided to land and stick with the idea that stronger outposts cost more to take over than weaker ones. This hurt the idea of jumping on a large scale because when jumpers port into a war, they cannot afford to take ultras and mega kits over, only small kits, which were priced higher than the max loot an outpost gives – so they can only take over a small amount of what they destroy. Jumping while as a tactic for destruction died with the 7 day cooldown was a gameplay option, jumping as a gameplay option died from high takeover costs. Well, died as a gameplay option of freedom. Jumpers are mostly stuck to fighting alongside empires who can afford to take over the outposts they destroy – and that’s no fun if you need an empire to take over your kills. 

Is It The End?
Though don’t be sad you missed out on the fun of being a jumper. The future of jumping is not finished in writing. The developer of the game appeared in a chat room where players discuss the game with a live streaming discussion of backyard monsters – where he said that map room 2 is broken and changes are coming soon in the future. (Upcoming World Map Changes here.)
Although yes, the idea of jumping without limits and cooldown recklessly recycling the outposts of an empire who cannot defend isn’t in the game, jumping, as a gameplay style for people who do not like to own empires and who like to work in teams and fight anyone they please not bound by geographical allies who take over what they want for them – jumping as a gameplay style comes with its own strategies which differ from that of an empire, whereas empires gain strength in the amount of time they play, jumpers gain strength in the strategy and efficiency they are forced to use to succeed.

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