Wednesday, June 29, 2016

How to create a farm account

Farms are a useful way to supplement your resource income in mobile strike.  They are additional accounts you create, often specialized in producing a specific type of resource.  To get more rss, you either attack the farm (if it is outside your alliance), or send the rss to your account via trade (if it is inside your alliance).

One of the questions I most often get is "how do I create a second account?".  It is actually a pretty easy process.

  1. First make sure you know which state your main account is in.  You will need it to be able to teleport your new account back to the state your main account is in later.  You can find this in the global map (which opens highlighting the state you are in), or the state map (which shows your current coordinates on the map in a 3-tuple form... eg: 123:256:512, where the first number is your state).
  2. Click the "More" tab at the bottom of your screen.  You will see an "EW Account" tab near the top.  Click it.


  3. Next, you want to click "Create an EW Account" button.  This will prompt you to give an email address and password.  You will need a separate email address for each account you create.  I recommend using a gmail account, which allows you to append address aliases to your email.  This way, you can have separate mobile strike login names tied to the same email address.


  4. Activate the link they send to your email address.
  5. At this point, you should be safe to log out.  Again, click the "More" tab, and the "EW Account" tab.  Now there should be a logout button that looks like this.


  6. Now you are ready to create your second account.Next time you restart mobile strike, you will see a login screen.  One of the two buttons allows you to "Start New Game", which will create a new account, likely in a different state.


  7. Repeat the account set up process for this new account.  Now you have two email addresses that are linked to two accounts.
  8. Next, use one of your beginners teleports to get back to the state that your main account is in, captured in step 1.  Now you are all set to start capturing streams of additional resources.






 

Thursday, June 16, 2016

Flushing out the troublemakers



He is in all states.  He lurks in corners, biding his time... he sets out looking for the weaklings, the troops that stray too far from their base.  He uses deception to deflect blame, chat rooms to inflame passions.  Then he strikes.  You come in to find your farms ablaze, or the troops you sent out mining never report back.  You prepare a counter strike, collect your forces, call in your bigs.  The suddenly he stops.  He shields up, random teleports away.  You check the name in your battle reports, but he changed it, so it no longer exists.  He is just gone, like a fart in the wind.  These guys are the bane of a states existence.  They live double lives, one as an upstanding citizen from a reputable alliance... the other who changes names, joins an alliance he hopes to defame, and sticks a finger in the state rules.

The good news is states have low tolerance for these characters.  Big guns are given shoot-on-site authority to take them out, if found.  So how do you track these guys?

Step 1: Create a Profile of your attacker
In order to properly track an individual, you need to take account of who they are.  These properties include the player's name, base name, commander, power, comments on their wall, mail messages, and captured commander locations.  Some properties are more fungible than others.

  • Captured Commanders: They can let them go at any time
  • Alliance Rename:  Leaving an alliance is free, aside from dumping your loyalty points.  Renaming an alliance is cheap in the alliance store.
  • Base Rename: This cost 5000 loyalty points in the alliance store, or something like 50 gold in the item store.
  • Player Rename: This also costs 5000 loyalty points, or a small sum of gold in the item store.
  • Commander Rename:  Commander names tend to be a little more sticky, since it costs a 2000 gold investment to rename.
  • Power:  The cost to significantly change this metric depends on the size.
  • Comments on their wall: I'm not sure if you can or cannot remove comments from a players wall (which outsiders can post to), but I guarantee most of the time they don't remember to do this.
  • Mail: if they sent you a message, its too late for them

Step 2: Identify and Tag candidates
You'll want to quickly check all of the above if they are attacking you, or add them immediately to your "blocked" list.  One of the special properties of the "blocked" list, their name will update whenever they change it.

So you've collected a profile of some of these above facts.  Most commonly, they quickly dump their name and alliance.  How does that help you?
  • If they sent you a message, keep an eye on the "from" in the message.  I believe it updates to the new name when they are renamed.
  • If they have captured your commander, you will notice their location in the commander jail pane.  This is usually a reason they don't hold commanders after a raid.
  • If they are high powered (greater than 10 million), there are often very few people within their power range on the leaderboard.  While you can't always isolate them directly, you can usually get a small list of candidates that will need further scrutiny.
  • If they attacked with an alliance tag, that still gives you a place to identify candidates.  Perhaps they only changed their name.  In this case, there are only 100 possible candidates in an alliance, and usually you can eliminate the vast majority of them rapidly, based on other details you noticed, like size or power.
From your list of candidates, check the other information in your profile of them as a cross reference.  Commander name, comments, or odd player activity (like they are still renaming, or changing alliance) are all relevant.  When you are confident you've discovered his new identity, add him to the "blocked" list immediately.  Now he is tagged, and you will be able to track their name indefinitely.

Step 3: Track their location
This is often the hardest step.  They use random teleports to move around and then dump their identity, so sometimes its useful to let them settle for a bit, feel comfortable that they've lost you.  But you have their identity tagged, so you can afford to be patient.
  • If they've captured your commander, the coordinates will be listed.  This is the shortest way to find them.
  • If they are in an open alliance which you can join, there are sneeky ways to locate them using the "trade resources" panel.  You don't actually need a location to send resources to them.  Once you start the donation, an arrow pointing you to their location appears on the map.  Follow it to them, and they are yours.
  • The downside to the previous method is they know resources are coming, and it puts them on their guard, which blows your critical cover.  But you can still find them by triangulating their position.  I've attached a sample worksheet, along with an internet circle intersection calculator, where I use three known locations to prove I can triangulate that same location.  The idea is you use a known reference point (another base in the alliance), the distance to that reference point from your base, and the time it takes for resources to arrive from the trade window to create a multiplier of distance/time that can be used to convert the time it would take to deliver those resources into a distance from the base.  Then you note your current position, and the time it would take to deliver resources to your enemy.  Then you random teleport, and note your new position, and the time it would take to deliver resources to your enemy from your new location.  Use your multiplier to turn those times into distances, and then input them into the circle-intersection calculator, which will give you the two locations where the enemy could be located.  Then you just jump to those locations, and search around a bit.  Due to rounding errors, I think they could be within about a screenshot distance of either location.
  • In the worse case, you can do a grid search of the map.  I recommend splitting up this task with other people in your alliance.  I've had good success with this method as a last resort.
Step 4: Wait for their shields to drop
Now comes the waiting.  If they threw up a shield while still at your base, you can estimate the possible times when their shield might come down.  People most commonly use the 8 hour shields you can purchase in the alliance store with loyalty points, so this is a big target time.  Other times include 24 hours, or 72 hours... after that, I'd be more worried that they would relocate than anything.

Given these steps, you should be able to better handle the troublemakers in your state.  If you have any tips for tracking players down that I haven't thought of, let me know!