Topic Title: The real reason that we do not have HW's (Simple Topic)
Topic starter: Bert2
Topic started: 11:52:35 6th Dec 2005
Posts: 12 Last post: 20:59:45 6th Dec 2005 by Professor
Bert2 | Posted: 11:52:35 6th Dec 2005 |
Posts: 2477 Topics: 101 Location: United States Gender: Male |
But the real imbalance is that you do not need a HW to win the round but you have to attack alot of them to. we need to fix it so that you need a HW to attack a HW. that way everyone is fair and everyone is a target. everyone will need to build def and attack to win.
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Chaos | Posted: 11:56:03 6th Dec 2005 |
Posts: 6679 Topics: 367 Location: Lithuania Gender: Male |
Ships can only gain exp if you have a HW?
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MBIK | Posted: 11:57:16 6th Dec 2005 |
Posts: 1832 Topics: 84 Location: Lithuania Gender: Male |
Ships should be assigned to planets again!
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Professor | Posted: 12:01:06 6th Dec 2005 |
Posts: 5830 Topics: 405 Location: China Gender: Male ISP: MSN |
I disagree. We need to reward players for having HWs and give incentives to build them, but we do not have to force all players to play the game in the same way or with the same objectives. Everyone can be fair with the same opportunities and options available, and as long as the game supports several different viable strategies and options, it can be fair and yet attractive to players with different preferences as to playing style.
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Bert2 | Posted: 12:07:59 6th Dec 2005 |
Posts: 2477 Topics: 101 Location: United States Gender: Male |
I'm not forcing them to build empires which is what I enjoy but if they want to take out big planets to win then they need to be part of the solution. I don't want to buil;d anything knowing that I'll be the only target. . Every attacker needs to "potentially" be a target. That is fair even if it is only 1 target. I don't want to make them drastically change their style of play but they need to participate as it is them who have eliminated the HW's in the first place.
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Frost Monarch | Posted: 12:12:57 6th Dec 2005 |
Posts: 748 Topics: 39 Gender: Male |
Bert2 there qare many ways around what you suggest, there could be only one clan HW and they could pass it around when they are attacking to complete attacks, a better solution would to make it so that in order to even posess assaults over 50 exp you would need to have a 20mil def HW minimum. That is a reasonable solution.
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Bert2 | Posted: 12:18:48 6th Dec 2005 |
Posts: 2477 Topics: 101 Location: United States Gender: Male |
All I want is that if you are going to be taking HWs down that you have at least 1 to take down too. That way the attackers will always have targets because to be an attacker you need to be a traget also. Is this too much to ask?
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Chaos | Posted: 12:19:32 6th Dec 2005 |
Posts: 6679 Topics: 367 Location: Lithuania Gender: Male |
Remember my topic? If every clan would be forced to have a HW in order to reach higher clan level, that would be part of solution.
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bpmsac | Posted: 12:21:36 6th Dec 2005 |
Posts: 1551 Topics: 53 Location: United States Gender: Male |
the only way to solve the problem i believe is reassigning ships.....i mean honestly we didnt have this problem when they were assigned......
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Frost Monarch | Posted: 12:23:18 6th Dec 2005 |
Posts: 748 Topics: 39 Gender: Male |
but what I am saying is that if you simply have it so that you have to have an HW to attack then clans will abuse this by only having one HW per clan and just shifting it around for attacks. Rather if you make it so that you must have a 20mil def HW to posses ships then that would be better. You coud even play around with that rule abit and make it harsher so that if you lose the HW you destroy all your trained assaults or that you can still have the assaults but you just cant atack with them or exp is reduced, watever the solution you got to think of how people can abuse it.
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Iiridayn | Posted: 12:44:40 6th Dec 2005 |
Posts: 1643 Topics: 98 Location: United States Gender: Male |
Bert: Neggy makes the same point I would. Though I'm not certain of the value of someone that thinks of ways around rules . (jk, I do it all the time -- is the best way to design rules is to get around them first). Some solutions may work, but be complicated to code, some may not but be easy. In my experience however there is generally a class of solutions which are simple, elegant, and effective, and don't need multiple rules and counter rules, etc.
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