SoulDemon wrote:I remember some epic wars that would take 2 weeks of the age to fight out.
Don't see much of that no more.
Yeah Demmy, there are a LOT of factors that make that the case now. I hold a unique position here to speak on it because I was not here for everything that got us up to this point.
Let me throw out a few reasons and you let me know if you want me to think about it more.
1. UB - when a guild as responsible for not only scouting it's own targets for locating them, but also to update them on a regular basis, more turns were spent with scum. More turns scouting for cash, to find missing realms in a guild, to keep tabs on enemies and more time to mantain thier own DB.
Pros: It's MUCH easier for both players and GM's, faiths work better together because of it. More turns can be spent fighting and building.
Cons: Any schmuck with a guild can use this information to their advantage. More turns can be used to build and fight, therefore making the game move a lot faster. Any jackass can run a guild and use other peoples scum info, back in the day the successful guilds were the ones with the best intel, now it's the ones who are the most aggressive.
2. Turn rate: Back in the day, correct me if I am wrong, but we got half the turns/hour we get now. The result is obvious, more turns means that guilds can attack harder and more often.
Pros: Building is much faster, there is a lot more activity and the wars are faster/more frequent. Recoering from a major invasion is also a lot faster.
Cons: First strike is devestating and before the guild can recover second strike wipes them out. Only truly inept strikes or those made when a guild happens to be online with turns fail.
3. Multiple kingdoms: Back in the day the guilds were much larger, it was dificult to get your 33 guys all online at once and ready to fight. Now, a 32 member guilds only has 16 players, much easier to get them all on at once and coordinate thier actions.
Pros: Easier for the GM. In a dwindling community it boosts numbers to make things more interesting. Allows players to have a better chance of survival in a war for at least one kingdom, gives players a chance to experiment more.
Cons: It affects the warring. If (to quote Demmy) guild A has 12 kingdoms and attacks guild B who has 14, we're really looking at a 6 on 7 war, if all 6 are active then guild B gets hammered. If 2 members of guild B are awol for just ONE DAY, they are TOAST, no questions asked, it's OVER. In rare instance that somebody is cheating, they now have double the damage by making extra kingdoms.
4. Guest races: MANY people in this game refuse to take time to learn the advantages/disadvatages of the guest races. We saw the result of that last age.
Pros: Mixes things up! Requires new strategies and defenses each age. Keeps the game fresh.
Cons: A lot of people are too friggin lazy to learn these new tactics and cry a river when the same old shit fails to work every age and they get creamed. Because of these people it makes it makes wars move a lot faster as well. Boo fucking hoo. I blame leadership for this, BTW, they should better manage thier players.
5. Cooperation: We all know there is a certain amount of assistance rendered from allies during wars. Everyone has known each other so long they know who to ask to get something done. People also know what times guilds will most likely hit and what friggin days! They can tell you what a faith is most likely to do in a certain position and how thier allies will react!
Pros: It's great that everyone knows each other so well. When assistance is truly needed, it can be found.
Cons: Most wars should not require ANY assistance. WHY FUCKING BOTHER FIGHTING if from the beginning you are getting help?? It's WEAK. If we can predict when and what time a guild is likely to attack, when they don't move we know they are not going to for the week, it makes their allies and even them sitting ducks. I blame leadership for this as well, you GM's can easily alter this and shake things up.
6. Defense seems weaker: The only way to fight off an attack in a game where you are more than likely not online while you are getting battered is to have a solid defense. It just doesn;t seem as strong as it used to be, I remember hitting quads back in the day we just COULD NOT BREAK. We would end up leaving entire quads untouched or only slightly marred after first strike. This is RARELY the case now.
Pros: It's easier for an attacking GM to run a war and easier to win a war in one night.
Cons: It's boring, every war is a land grab and danger from a damaging counter-strike is extremely low, and rarely do yoou lose actual land, just get sorc killed.
I could prolly come up with some more, but I would like to see what people have to say about this first.
discuss!
EDIT*
I left out an obvious one...
7. Bonus Turns: This is an obvious one, I presonally pefer to save these for emergencies, and defensive purposes, but I am sure other find much more abusive uses for them.