Messaging guide

Simple Guides to being an effective (or a less annoyingly noobish) Mtlk player

Ok, this age has severely pissed me off with some of the crappy plans and general stupidity of a lot of people I have seen. I was trying to quit this game and ease my way out, but congrats guys, you pissed me off enough for me to spend my time to write this tutorial. Now, the two biggest issues I have seen this age are the ones I will be addressing, and that is mass messaging and basic wheel planning.

Mass Messaging

I cannot tell you how many times this age I have either A) been offline or B) been away from main minding my own business and come to realize that I have about 5 new messages in the span of 5 minutes. Each are the same or very similar, the all too familiar join/rejoin something spam, yay. Ok, so let us all learn how to send proper mass messages! Ok, first we need to understand that there are actually correct situations in which sending a message to all is appropriate! Yes, I said it, sending to all can be a right course of action, but only on seldom occasions do we need to do that. One reason to send to all is to notify your country men that a NAP has been broken and to expect war to be coming at a designated time. The other reason is to announce to all that the main has been dropped/kicked and that people should rejoin it in some location. Those are the only two reasons that jump to mind which merit a send to all message.

So now onto the keys to sending a selective and correct mass message! Ok, first of all, it is important that you distinguish what kind of message it is. Who is your audience? For the most part, you wish to send to just those in your current city and that are online at the moment. Simple, all you need to do is go to Your Country on the left frame on the Mtlk site. It is right about Country Talk and below Encampment, or if you prefer the short cuts, it is the letter Y. So now that you find yourself at the right location to start the message you have to be aware of how to select your audience. The first step I do is to click the box that is marked online, it is right next to the check box labeled HC and the button labeled search. After you check the box off, click on search, this will bring you a list of all the current members in your country that are online. Note, if you are not a General or above, you will not be able to see anyone above your current level. Ok, after you have selected the online box and clicked on search, you must select the proper city. To do this, you must of course know what city you are in. In the Your Country page, there are 3 scroll boxes, city, rank and commander, the one on the far left and listed first is for the city. The cities that your country has control over and are occupying are listed here in alphabetical order. So you just simply scroll down and select the proper city. After that you go and click the search button again. Your results should come up to show you are looking at all current online members of your country in the city of your choosing.

Another important time for mass messaging is after an SF hits or the main drops and you need to tell people to rejoin the main army, the taxi or the next SF. Well, to do this is simple. First, you need to know where the SF has hit. After you determine that, you select that city, using the method stated before. After you do that, you go over to the commander drop box and select none. Now this will give you all the commanders who were in the SF that have not rejoined the taxi or next SF, if there happens to be one in that city. However, you must be aware, that sometimes there are SFs known as 0 mp SFs. In a 0 mp SF, those commanders with 0 MP will not move to the city that has been targeted, simply because they have no MP. So to message them, you select the city the SF has been set up in, and select the no commander option and message away. There is further ways you can be selective with the rejoin message. If the SF has already hit and you are waiting for slow re-joiners, then you should also select the online check box to make sure they did not log off in the game, if they had and all online members have rejoined then the taxi, main or next SF are ready to continue with their actions.

Now you should understand the general basis of this and are ready to send you message!

Wheel Planning

Ok, I am not going to go in depth here, because frankly, becoming a great or even good wheel planner just comes from experience, but I still feel that there are some basics that people need to understand before they begin planning their own wheels. The most simple and most important wheel is that at all times your main should use the same MP as your SF leaders do. If not, then your SF leader’s MP will begin to differ with the main and it will cause problems in planning futures wheels. Case and point, if you have a plan which involves a Holding army or an extension, then your SF leaders will need 3 MP to complete that, so if you want to plan an efficient wheel, then you will need to have your main move 3 MP. It is a waste of MP if you have a plan that involves a Holding Army or extension and the main moves only 2 MP away. This will leave the main army with more MP than the SF leaders. It is important to remember before you plan any wheels.

Passing of 2ic

Ok, so I know at the beginning I wrote that I was only going to address the aforementioned two issues, but I decided to add a third, and that is the passing of a 2ic. The 2ic, or 2nd in Command, is a very important matter and is vital to a country’s survival. The 2ic gives a selected commander the power to move the main army, to attack a city with the main army and to merge the main army. Without it, it would be up to the leader to be on pretty much 24/7 to make sure their country stays alive, and trust me, which would not be fair on anyone.

So it is important to know a few things about the 2ic. It is a very important position and if you accept it from the leader or a previous 2ic holder, it becomes your responsibility to stay in main, meaning you will miss SFs. The only time you are allowed to leave main with the 2ic is if you have direct consent of the leader, if not, you must stay put. If, for some reason you must go off, it is your responsibility to find another 2ic. If you are having difficulties, ask a HC member to help you. Also, there are times when there are no possible suitors for the 2ic, so the best course of action is to either hold onto it if you will be gone for a little bit, or if you plan on going to sleep or off for a long bit, then pass it to someone who is on a lot, but may not be on at that time, it is better to risk passing it to someone who is normally active, then to hold onto with no hopes of you being there. Also, if you do pass it to someone offline, let them know via PM. Also, something very important to know when looking for someone to pass the 2ic, and that is to never pass to someone with more MP than you. If you do this, their MP will be burned down to where yours is at, resulting in a loss of MP for them. Also, never pass the 2ic to anyone with less MP than the leader. A 2ic is unable to move the main if they or the leader are out of MP. So if the leader has 0 mp, but the 2ic has 1, it won’t matter it cannot move.

Ok, well I am simply tired and do not wish to take this in any more depth or add more, it is just a basic guide to making yourself more efficient.

- Church