Esim - WAR MODULE CHANGE SUGGESTION
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pojacanje


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WAR MODULE CHANGE SUGGESTION (Event related)
Posted 10 years ago by
pojacanje    
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Hello dear readers,
Today I shall suggest 1 HUGE change that may have great consequences on overall game activity.
WAR MODULE: STATUS QUO

Fights today can last between 16 to 30 HRS. Country to reach 8 wins first wins whole battle.

Main problem for me is to keep activity during WHOLE DAY! I do not like to dedicate entire life to every T5 od T10 to give supps in order to win that round. Waste of time.

In time game gets boooring as hell, dull, and most of people QUIT. Activity is dropping because of WAR MODULE, I see it like that. Post comments bellow if you agree or not.


Every round lasts 120 minutes – 2 HRS. Most important time for activity is every T-10. Land slide decides who wins who losess every round.


Also overkill is wasted damage and it is not used at all in game play. Lack of coordination also influences players activity. Most of people who go into fight do not know reason WHY T2, why not right now.


WAR MODULE: CHANGES


1. Every party need to win 2 round in order to win teritorry.
2. Each round lasts 480 minutes – 8 Hours.
3. Every Battle will last max 24HRS.

As you see T2 is not significant as it was earlier.
Damage done during round COUNTS.

Every player will be more valuable since real tanks who are active will be able to influence LESS. Number game will beat muscle.


Longer rounds allows me to organize my RL. Any player can do more outside game, so he spends LESS time WAITING. Waiting is what kills this game. Girls and boys here are GREAT! IDLING is killer of this game.


The GOAL of this idea is to decrease IDLE periods, from 8-15 to MAX 3 per 24HRS.

ADDITIONAL CHANGES -


As you may see I talked about OVERKILL. So here are some solution for that part of game.

This will make weak players damaage count even more. It will make gameplay better, every beginner will be worth GOLD since all damage will count.


Games who are very popular have easy gameplay. This will make it more easier since it gives more options for military leaders and MU to create map of the world.


4. Overkill of attacking party will be counted in order to finnish any round faster  attacker must hold after 360 minute of battle – after 6th hour, 15 straight minutes +70% damage in order to „force retreat“ of defending teritorry.
5. Vice VERSA. If defending country pushes +70% in same period has chance to push attacker off in that round.
6. T-15 will be tempting to achieve since it is difficult to maintain 70% damage against opponent – all merc MU will have more option to WIN gold or whatever since they may demand more G to tackle attacking strategy.
7. +70% is difficult to achieve and every player damage will count. At beginning or ending of any round.
8. T2 is not significant any more as it was.
9. Another thing may be to limit time when overkill is significant. In some period of battle time 360 – 400. 40 minute GAP to keep 10 minute +70% overkill. This will boost merc MU prices for clutching.
Feel free to post comments pro and against. And you do not have to be so serious.



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