Re: Make this an alliance game again !!!!
Blurb
Well, i suppose ill put my piece ofcourse, with abit of selling.
Firstly, we address the situation of Solos, and to be frank, there isn't much that is wrong with them. So what do we do? We do as Azzer started to do, and what i'g pushing for strongly. An Anti-Rape change. And ofcourse ... my anti-rape modification. I know it sounds hard work to code and all that, but it coveres several aspects of Anti-Rape aswell as a small nerf to solo play, without being a big deal. (The change in Anti-Rape units).
Said thread is located under Suggestions. (
Click Me)
That should cover the solo side, without much imbalances, the only problem i find, is coding as i don't know anything about it, no idea if it can work, and how hard it can be with Azzer.
So what do we now look at, well ofcourse, that will be alliances, and the way they work.
Current Status
Currently, We have 2 options for alliances.
1)
You have an 18 man alliance, that is private, and the two scores achievable, are those of the standard player.
2)
You take your alliance to a public level, only admiting another 2 players. Same rules apply to both.
Now, the problem already is with this public alliance. It doesn't open much room for new faces, as with public IDs, you will need 2 experienced people, or along those lines to fill these spots to compensate for the fact of going public. This doesn't work like it used to.
Now this isn't something new, ofcourse it isn't. Just with the retirement and removal of the larger leading alliances, and their members, you loose about 5 alliances of the page. And now those alliance are gone, the ones that are left must target other alliances, not so strong in the bonds and cannot handle it. The others were strong together, and beat on eachother round after round, not filling down to much of the fighting, letting the smaller ones do there bit, so this isn't something new.
First Idea
What i do suggest, is something along the lines of larger alliances. Talking 30man alliance. Now, wow you say, thats alot of people, slap one big alliance full of Veterans and their buddies, and you got a win, but hang on a moment, there is a catch.
Bar the fact thats hard to fill, we let only 25spots be chosen and alowed, then the final 5, are random. Yes, random.
Deeper into Idea 1
Random? Thats what i hear you say? Exactly. This is an old age idea, with a twist. There is an option added to the alliance selection called "place me". This will then place you in an alliance in 6 hours. (Thus alotted time frame to stop abuse). This also, alotted person, will fit a certain crieria from the alliance, which i'm afraid, cannot be ammended. This will be based on things like score, average land amount, and percentage of that. (Full details not given, as idea is early stages).
This stops the alliance picking up a new account created by a friend they wanted to join on purpose, as the selection is random. Also, its a way of "trying" to apply some sort of skill level to each alliance.
Now, as smaller alliances go, filling 25 members, may be a bit harder, so you can choose between 10-5 random players that may be alloted to you alliance. This way, filling an alliance may be alot easier.
The general idea of that is new people don't have to try and learn and play as a solo, but like other games .. say planatarion, you get alloted a sector etc (never played them tho), you can get alotted an alliance, which will try and help you raise your potential, as players generally do.
Yes, there is catches on "i don't like him, kick him now", and there isn't a need to worry about ID's, as you are public. Don't forget, being public carries some sort of protection. Like "O my god, he is allied, don't want to attack him" type of protection.
Thats idea one, hard to explain, but its trying to slot the new with the old, to create the new old people
(love the english).
Second Idea
Small but sexeh. We add an Alliance Development Mod. The difference between this and the normal one, is a small calculation (undisclosed yet, until idea takes up interest) upon current developments and the number of alliances. The point being, it will drop alot faster than the normal development mod. This still allows the rush and usage into Teching with +eta 5 view, but gives the smaller/slower alliances a chance to do this at a better pace, as they tend to only rely on taxes. There will be a drop and increase in some of these developments, the ones that are nessecery, and are not to get the usual aspects, but incresing some of the "better ones" to stop fast development again by the higher alliances.
This is kinda self explanatory, so no need for a deeper probe.
Private Alliances, and Alliances in General.
We do as said before a few times, bring back Unlafullness, without the Upstanding. We give them red, but no greens. This is to every alliance. The standard bounty (yeah, bounty) is alot smaller than it was, but it gives a deterrent to go smaller, and an incentive to resitancs (yeah, those guys). Now, private alliances, i am unsure of, with what to do. 15 was a good number, always has been, and i'm one to go back to 15 for private alliances. But, i am sorry, i have been out of the game a little while, and a good while away from an alliance, so i don't know the need for 18men. But the reason for 15 is to encourage a 30 man alliance, with the "Random Member" mechanics in place, to again, help those unknown new people, get into those "good alliances" and become a "known" member of the community.~
Right, there is quite a few ideas, obviously, i hope them all to be incorporated, as they work together.
Apologies tho, i typed this while getting ready to go out on a saturday, so it might be a little "dodgy".