Reinforcing unaligned players
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=3836
Printed Date: 17 Apr 2022 at 13:32 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Reinforcing unaligned players
Posted By: scottfitz
Subject: Reinforcing unaligned players
Date Posted: 22 Jul 2012 at 00:20
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I would like the ability to send reinforcing armies to protect the towns of unaligned players, new players who are not yet ready, or able to, join an alliance.
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Replies:
Posted By: dunnoob
Date Posted: 22 Jul 2012 at 00:33
Unconvinced... In theory you could send 500K gold and a mail telling them how to accept your NAP offer. Or find a small ersatz-alliance, and offer a confederation if they are willing to invite random folks in trouble for short visits on your say so.
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Posted By: tallica
Date Posted: 22 Jul 2012 at 00:33
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this is a novel idea, like it!
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Posted By: EvilKatia
Date Posted: 22 Jul 2012 at 00:42
its an interesting idea. More thieves would get caught for sure. Give the new players a longer time before they decide to jump in an alliance or another for 'security' reason too.
------------- Kat
'They have to always turn a forum post into a badly written book that gives a headache and takes your iq points' - AO
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Posted By: Rill
Date Posted: 22 Jul 2012 at 00:49
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I like the idea, definitely. However, I think it would wreak havoc with other aspects of the game. Such as ... someone in one's own alliance could betray the alliance by reinforcing someone the alliance was scheduled to attack. Even one troop and one commander could thus thwart massive armies, at least until the alliance was able to track down the person responsible, which would be made more difficult if the reinforcing armies had substantial numbers of scouts.
Maybe if this "ability" were limited to the first 30 days of an account on the server or something? Would have to have a mark like a rainbow to indicate whether the option was active for a particular player.
This problem could also be resolved by establishing a ghost alliance with an alt to which a couple of people have sitting privileges, allowing them to extend invitations. Would be sort of a waste of an alt, though.
I think it would require a lot of thought.
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Posted By: Angrim
Date Posted: 22 Jul 2012 at 00:51
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i have wondered for some time if it would be practical to allow unaligned players to conclude diplomatic agreements as though they were "alliances of one". it would seem that something close to that would be required to implement ScottFitz's request.
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Posted By: Garth
Date Posted: 22 Jul 2012 at 01:15
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I think the option would be good. A couple of observations/ingredients to throw into the pot:
1) It's conceivable an unallied player might not *want* someone else's troops reinforcing. Perhaps a "wait at the gate" system could be implemented, whereby the receiving player has to officially "open the door" before the reinforcing troops are allowed to come in. Until then, perhaps they set up camp outside the walls. (which might have its own implications)
2) Re: Rill's point about one player thwarting their own alliance's forces. I believe you're saying that by installing some units in an unalligned player's towns, you'd "change the diplomatic nature" of that town and by doing so cause your alliance's attacks to bounce. That brings up interesting game dynamics, and there might not be an all-or-nothing answer. The two extremes are what you suggest (attacking troops bounce) OR that the troops within the walls are now under a different diplomatic banner and thus subject to the same attack. The simplest solution is that the attack wouldn't bounce, and neither would the *allied* (reinforcing) troops suffer the attack. Something like *they sit on the sidelines, watching the two forces fight it out, unable to choose a side. There's probably a fine balance between all three points and I'm sure aspects I'm not picking up on yet.
3) What happens when troops from two different alliances --non-allied with each other-- reinforce the same unaligned town? For that matter, what happens currently when two non-allied alliances reinforce the same town -- which *is* allied with both of them, even though they not with each other... 
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Posted By: Rill
Date Posted: 22 Jul 2012 at 01:50
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Currently under peace of the camp, if forces from Alliance A reinforce a city from Alliance B and the city is attacked by Alliance C which is NAP'd or confed with Alliance A (but not Alliance B), then the attack will bounce on arrival.
Alliance C cannot reinforce non-allied Alliance B, the option will not be given.
The exception is that if Alliance C sieges or blockades alliance B, which is reinforced by alliance A, the siege will continue, but the city will not be able to perform sally forth since the reinforcing troops from Alliance A will cause the sally to "bounce" off the siege camp because of peace of the camp.
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Posted By: scottfitz
Date Posted: 22 Jul 2012 at 05:53
I can see no issue with the unwanted army camp, it would not affect the function of the town, I can't see that happening anyway.As for Rill's concern, if something like that were to happen, that alliance has some serious issues indeed!
As for Dunoobs comment, I am speaking of players not in any alliance who do not wish to or cannot join one.
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Posted By: Rill
Date Posted: 22 Jul 2012 at 06:01
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An unwanted reinforcing army could prevent an Exodus and possibly a Tenaril. I'm sure on the Exo but not on the Tenaril.
And of course nothing of the sort would happen in nCrow, SF!  Although it WOULD increase the possibility of people reinforcing accidentally when they were supposed to attack. But that would never happen to _us_. No, never.
/me hears in her head "You ARE the weakest link. Good-bye."
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Posted By: Garth
Date Posted: 22 Jul 2012 at 10:21
Rill wrote:
Currently under peace of the camp, if forces from Alliance A reinforce a city from Alliance B and the city is attacked by Alliance C which is NAP'd or confed with Alliance A (but not Alliance B), then the attack will bounce on arrival. |
Doesn't quite answer my question, I don't think (and this scenario is tangential, but perhaps influential to the original subject of the thread). Alliances A and B are both allied with Alliance C, but not with each other. Alliance A reinforces Alliance C, and then Alliance B also sends troops to reinforce Alliance C (in the same town/square). What happens when B's forces arrive? Do they reinforce without fighting A's troops? Do they bounce? Do they attack A and reinforce C? I know I read a post about peace of camp rules somewhere; that was quite some time ago, so forgive me..
scottfitz wrote:
I can see no issue with the unwanted army camp, it would not affect the function of the town, I can't see that happening anyway. |
There are all sorts of little scenarios where being forced to have someone else's troops in your town -- who is not necessarily your friend or ally -- could cause problems, especially little resentments. As Rill pointed out, it can pin a player down..or, the player receiving the reinforcements might decide they don't like the player, or would prefer troops from another player..there could be an issue of "I don't want to be responsible for the death of someone else's troops"..it could even be used for extortion. And no, most of these scenarios seem highly unlikely. Doesn't mean they're impossible. The main point is that I don't think one can be forced to accept an occupation from someone else (comments about the real world notwithstanding). There needs to at least be a choice, or a way to designate someone as a "friend of the realm" or something. [As a thought, the ability to keep troops *out* could be dependent on building a wall..if they could just walk through the streets, it would be hard to expel them without a fight..] Since not being able to get into a town would defeat the good intentions of the reinforcer, perhaps the army would set up camp outside of the town, as a sort of alternative blockade, and their support be worth a certain percentage of the full amount.
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Posted By: Rill
Date Posted: 22 Jul 2012 at 10:26
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In the situation you described, as long as there is any army on a square that is NAP'd or confed with any other army arriving to occupy or reinforce, the army will occupy or reinforce. (Or if the city is NAP'd or confed, even if there is no army from the city there.)
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Posted By: Garth
Date Posted: 22 Jul 2012 at 10:32
Rill wrote:
In the situation you described, as long as there is any army on a square that is NAP'd or confed with any other army arriving to occupy or reinforce, the army will occupy or reinforce. (Or if the city is NAP'd or confed, even if there is no army from the city there.) |
Okay, cool. So how would this apply in the same setup, but now the city being reinforced is unalligned, unallied with anybody?
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Posted By: Rill
Date Posted: 22 Jul 2012 at 11:03
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Currently you can't reinforce an unaligned, unallied city. There's basically a decision tree when you click on a city and click "send army":
1) If NAP or confed, the only available option is reinforce
2) If not NAP or confed, you can Attack, Raid, Siege or Blockade
Presumably this proposal would mean that you would have ALL those options for an unallied city. As I understand the proposal, the following would occur:
1) All armies sent to reinforce would reinforce, regardless of what other armies were already there, since the city itself would be considered allied
2) Armies sent to Raid or Attack would raid or attack if there were no armies allied with the sent army present in the city; if there were such armies present in the city at the time the attacking army arrived, it would bounce.
3) Armies sent to blockade or siege would blockade or siege without regard to what armies were reinforcing the city; sally forth from the city against an army would bounce if any of the armies reinforcing the city were NAP'd or confed with any of the armies in the siege camp.
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Posted By: monkeyfeather
Date Posted: 22 Jul 2012 at 15:01
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Before anything such as this was put in place, I'd like to see the ability to eject reinforcing troops from your town, without having to have a messenger sent by the reinforcing player.
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Posted By: Prometheuz
Date Posted: 22 Jul 2012 at 15:02
scottfitz wrote:
I would like the ability to send reinforcing armies to protect the towns of unaligned players, new players who are not yet ready, or able to, join an alliance. |
ScottFitz. Have I missed something or have you alreasdy explained why?!!!!!! Any self respecting gamer would do so. Wouldn't they?
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Posted By: Rill
Date Posted: 22 Jul 2012 at 18:32
Prometheuz wrote:
scottfitz wrote:
I would like the ability to send reinforcing armies to protect the towns of unaligned players, new players who are not yet ready, or able to, join an alliance. |
ScottFitz. Have I missed something or have you alreasdy explained why?!!!!!! Any self respecting gamer would do so. Wouldn't they? |
I expect it's because he would like to send reinforcing armies to protect the towns of unaligned players in some circumstances. Seems self-evident.
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Posted By: SugarFree
Date Posted: 22 Jul 2012 at 18:39
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as long as reinforcements on non NAP/confed get some kind of debuff as they stay in "neutral" ground...why not? but you can not pretend 100% performance from your troops in such case.
------------- Nuisance
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Posted By: Prometheuz
Date Posted: 22 Jul 2012 at 21:51
Rill wrote:
Prometheuz wrote:
scottfitz wrote:
I would like the ability to send reinforcing armies to protect the towns of unaligned players, new players who are not yet ready, or able to, join an alliance. |
ScottFitz. Have I missed something or have you alreasdy explained why?!!!!!! Any self respecting gamer would do so. Wouldn't they? |
I expect it's because he would like to send reinforcing armies to protect the towns of unaligned players in some circumstances. Seems self-evident. |
I made I bet that you would try to answer for him.... and I won 
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Posted By: Rill
Date Posted: 22 Jul 2012 at 21:58
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Edited: It appears this thread is in danger of being derailed from the topic at hand into a discussion of my posting style. If you want to discuss my posting style, my personality, or anything else about me, start your own thread. This thread is about a suggestion that the ability to reinforce unaligned players be added to the game.
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Posted By: Aurordan
Date Posted: 22 Jul 2012 at 22:04
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It might have also been sincere. Though I don't see how that was insulting.
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Posted By: Prometheuz
Date Posted: 22 Jul 2012 at 22:06
Rill wrote:
Ah, so your question was not sincere? You were insulting toward SF merely to attempt to provoke controversy?
I think there's a term for that ... |
No I was predicting your behaviour...  ...and implying that I would like ScottFitz to explain his reasons ...or do you see yourself as his offciial spokesperson now ?
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Posted By: GM Luna
Date Posted: 22 Jul 2012 at 22:10
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Stay on topic please.
Luna
------------- GM Luna | Illyriad Community Manager | community@illyriad.co.uk
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Posted By: Prometheuz
Date Posted: 22 Jul 2012 at 22:16
Rill wrote:
Again, this thread is not about me. Do you have anything to say about the idea of reinforcing non-allied players? |
I have asked ScottFitz to explain the reasons behind the proposals in this thread. Control yourself
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Posted By: dunnoob
Date Posted: 22 Jul 2012 at 23:31
Rill wrote:
it's because he would like to send reinforcing armies to protect the towns of unaligned players in some circumstances. Seems self-evident. | It's not for me: Cannot join any alliance is only the short cooldown when moving on to another alliance. Does not want to join any alliance is perfectly fine, and excludes all wanted or even unwanted NAP features, e.g., no eject or block unwanted reinforcement feature required.
And if they are willing to join some kind of UN-alliance temporarily they can get reinforcements, no programming time wasted on an in essence pointless feature with unclear side-effects.
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Posted By: Rill
Date Posted: 23 Jul 2012 at 01:08
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Cannot join an alliance might also include a player who has not studied Negotiation, which should hopefully be fairly rare, since it is a short and cheap research.
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Posted By: dunnoob
Date Posted: 23 Jul 2012 at 02:49
Sorry, if SF wants to reinforce new players without Negotiation research I missed his point. But the rainbow should still protect them while they research it, and a van with books could be more useful than an army with defending thieves otherwise...
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Posted By: Rill
Date Posted: 23 Jul 2012 at 02:56
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You cannot speed research. Say you have a new player who for some reason didn't plan ahead and study Negotiation, and currently has a 1-2 day research in progress. You could reinforce that player. As I said, would be rare, but I am identifying a situation in addition to the one you described.
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Posted By: dunnoob
Date Posted: 23 Jul 2012 at 03:24
Rill wrote:
Say you have a new player who for some reason didn't plan ahead and study Negotiation, and currently has a 1-2 day research in progress. You could reinforce that player. | Rather contrived. As a player who started from scratch after I managed to queue more library levels than the tutorial expected, I'd say let them have a fresh start.
SF's suggestion could be abused, e.g., there are alliances with lots of NAPs. They could send uninvited reinforcements as siege bouncers to towns of inactive players.
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Posted By: Rill
Date Posted: 23 Jul 2012 at 03:28
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Such reinforcements would not bounce sieges, just attacks or raids.
Note that I am not arguing for or against this idea, just providing information about scenarios people raise.
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Posted By: geofrey
Date Posted: 23 Jul 2012 at 04:09
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not need in-game. other mechanics exist to aid a fellow player. If you are not allied with them, you have no business reinforcing them. Alliance diplomacy matters.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: Torn Sky
Date Posted: 23 Jul 2012 at 04:20
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Why does someone have to be in an alliance to receive aid seems kind of limiting.
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Posted By: Sisren
Date Posted: 23 Jul 2012 at 04:30
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I do not like this idea. If someone chooses to remain unaligned, they accept the risk that they could be attacked without having assistance. This is the reason why alliances exist, is it not? If this is put through, why would we need alliances?
------------- Illy is different from Physics- Reactions are rarely Equal, and rarely the opposite of what you'd expect...
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Posted By: SugarFree
Date Posted: 23 Jul 2012 at 04:34
IF something like this is actually added, ( i would not object, mind) you have to give the reinforcing army at least a penalty of 20% in effectiveness, since they are stationed on "unfamiliar terrain", this would be most fitting..
------------- Nuisance
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Posted By: Torn Sky
Date Posted: 23 Jul 2012 at 04:40
SugarFree wrote:
IF something like this is actually added, ( i would not object, mind) you have to give the reinforcing army at least a penalty of 20% in effectiveness, since they are stationed on "unfamiliar terrain", this would be most fitting.. |
Arnt all attacks outside your town unfamiliar terrain
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Posted By: SugarFree
Date Posted: 23 Jul 2012 at 05:59
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Nap/ confederate would be known to the ruler that sends troops. there is a huge difference defending an ally, then defending a stranger. it makes sense in context, a ruler would have some knowledge about his /her allies, and could prepare his commanders and troops properly for the task.. defending a town you have no knowledge about, other than it's location will surely put your commanders in distress, thus a less effective performance. btw making such reinforcement possible with NO negative effect for the defender would kick the propose of NAP and Confederations where sun doesn't shine. .
------------- Nuisance
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Posted By: Prometheuz
Date Posted: 23 Jul 2012 at 14:08
I haven't really seen and argument in this thread that is convincing. On the other hand I can see lots of ways in which the proposal can be abused. I wondered whether ScottFitz had a particular issue in mind beyond the fact but since he has not offered any reasons for his proposal I am at a loss.
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Posted By: Torn Sky
Date Posted: 23 Jul 2012 at 14:15
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The only way it can be abused is if you pick the wrong confed/allies. Are there rules stating that a player can't use the peace of the camp as a shield?
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Posted By: Albatross
Date Posted: 23 Jul 2012 at 15:28
Here's a structure that could work, to improve on Angrim's "Alliances of One" suggestion.- A player has a personal 'diplomacy' list, which contains their diplomatic stances.
- The list contains two types of agreement:
(a) Personal agreements, between the player and other players; and (b) A block of Alliance agreements (collapsible), which just reproduce their Alliance's stances. - The list is manually sorted by the player, so that entries at the top will override those below.
- Each Personal agreement may be public or private.
Whenever something PvP is done in illy, it can be checked against this list. e.g. you can privately declare war on a NAP-alliance player, or publicly agree NAP with your War-Alliance neighbour.
I see this an an enabling change, rather than one that restricts the sandbox principle. It opens up hidden diplomacy, which could have intelligence/espionage value in future developments.
Edit: + This could potentially modify Peace of the Camp rules, and allow an attacking army to choose the target within a 'camp at peace'.
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Posted By: scottfitz
Date Posted: 23 Jul 2012 at 16:17
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I really don't understand what needs explanation Prometheuz. I had a situation in which a relatively new player needed help defending against a siege from an agressive neighbor. I was happy to crush the siege, but if the issue had been diplo attacks instead, I would have no means of assisting. My proposal would allow me to send a force of diplos to protect the player until he could bring up his own diplo defenses. As it is my only option is to bring the player into my alliance, but I do not want to do that, nor in this case does the victim. My proposal only applies to unaligned players, those in no alliance at all. Players in alliances with which we have no diplomatic agreements would be unaffected.
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Posted By: twilights
Date Posted: 23 Jul 2012 at 19:37
how would this work with a nonactive player? right now it takes over 90 days for some of them to disappear.....if there was an active clause of 3 days i see no problem with this at all....oh my goodness....gosh this could be used to prevent others to go after resources of nonactives....just allow certain groups to loot by protecting these yummy spots...good idea, just needs more thought, it can be abused too easy but then again i like that....i already planning traps to kill thieves
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Posted By: Sisren
Date Posted: 23 Jul 2012 at 20:00
scottfitz wrote:
I really don't understand what needs explanation Prometheuz. I had a situation in which a relatively new player needed help defending against a siege from an agressive neighbor. I was happy to crush the siege, but if the issue had been diplo attacks instead, I would have no means of assisting. My proposal would allow me to send a force of diplos to protect the player until he could bring up his own diplo defenses. As it is my only option is to bring the player into my alliance, but I do not want to do that, nor in this case does the victim. My proposal only applies to unaligned players, those in no alliance at all. Players in alliances with which we have no diplomatic agreements would be unaffected. |
Again, if someone chooses to not join an alliance they should understand the risk. This seems to be asking for abuse, and I believe the abuse will be rampant and widespread.
The better alternative would have been to smack down the 'aggressor' IMHO.
------------- Illy is different from Physics- Reactions are rarely Equal, and rarely the opposite of what you'd expect...
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Posted By: Torn Sky
Date Posted: 23 Jul 2012 at 20:58
gameplayer wrote:
how would this work with a nonactive player? right now it takes over 90 days for some of them to disappear.....if there was an active clause of 3 days i see no problem with this at all....oh my goodness....gosh this could be used to prevent others to go after resources of nonactives....just allow certain groups to loot by protecting these yummy spots...good idea, just needs more thought, it can be abused too easy but then again i like that....i already planning traps to kill thieves
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An inactive player won't be on to ask for help, and if someone does want to reinforce a inactive to set up a trap players should scout first and not just assume its safe.
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Posted By: Torn Sky
Date Posted: 23 Jul 2012 at 21:00
Sisren wrote:
scottfitz wrote:
<div style="text-align: -webkit-auto;"><span style="text-align: left; : rgb255, 248, 229; ">I really don't understand what needs explanation </span>Prometheuz. I had a situation in which a relatively new player needed help defending against a siege from an agressive neighbor. I was happy to crush the siege, but if the issue had been diplo attacks instead, I would have no means of assisting. My proposal would allow me to send a force of diplos to protect the player until he could bring up his own diplo defenses. As it is my only option is to bring the player into my alliance, but I do not want to do that, nor in this case does the victim. <div style="text-align: -webkit-auto;">My proposal only applies to unaligned players, those in no alliance at all. Players in alliances with which we have no diplomatic agreements would be unaffected. |
Again, if someone chooses to not join an alliance they should understand the risk. This seems to be asking for abuse, and I believe the abuse will be rampant and widespread.
The better alternative would have been to smack down the 'aggressor' IMHO. |
This just forces players to join an alliance, I'd rather have players that want to be a part of an alliance than just to hide behind a tag.
How can reinforcing a free standing city cause so much abuse.
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Posted By: Sisren
Date Posted: 23 Jul 2012 at 22:07
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It would be yet another means of having a war through proxy.
As I have said before, not joining an alliance carries risks. If this type of ability is allowed - why have alliances? Why have NAP and Confederations?
------------- Illy is different from Physics- Reactions are rarely Equal, and rarely the opposite of what you'd expect...
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Posted By: Aurordan
Date Posted: 23 Jul 2012 at 22:59
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It's just not worth the effort. How much hardship is it to fly a flag of convenience to respond to attacks and just drop it after the danger has passed?
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Posted By: Torn Sky
Date Posted: 24 Jul 2012 at 17:30
Allow scouts to see reinforcing diplo units and allow reinforcement of non affiliated players that shouldn't be difficult, it would help newbie players and players who haven't decided which alliance to join. Why should a player be forced to join an alliance to get help from a friend or a "white knight" in the community. Illy has a wide play style that is still growing this is a limiting factor that I feel goes against illys non standardized gaming.
A large player that gets into it with an alliance can find an alliance to back him/her if the cause is a just. Small new players sometimes need help and may not be able to join an alliance or create one and confed with another alliance.
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Posted By: Sisren
Date Posted: 24 Jul 2012 at 18:15
Torn Sky wrote:
Allow scouts to see reinforcing diplo units and allow reinforcement of non affiliated players that shouldn't be difficult, it would help newbie players and players who haven't decided which alliance to join. Why should a player be forced to join an alliance to get help from a friend or a "white knight" in the community. Illy has a wide play style that is still growing this is a limiting factor that I feel goes against illys non standardized gaming.
A large player that gets into it with an alliance can find an alliance to back him/her if the cause is a just. Small new players sometimes need help and may not be able to join an alliance or create one and confed with another alliance. |
A few counter-points to consider.
- Why would a ruler, an alliance, or federation help out for free, someone? There is nothing to be gained - there are no 'white knights', only incentives. Helping someone who is not part of your 'group' because of beneficence? Makes little sense - there is always a motive. And what of the other extreme that you are not considering - what if someone sends reinforcements when then intended to siege, raid or attack? Surely there is a reason why we cannot do this, no?
- No player is forced into anything as near as I can tell. Joining an alliance has benefits sure, a semblance of defense among them. Having the freedom of not being in an alliance also has benefits. But both also have risks - whether it is having to join in a war, or not having adequate defenses.
- About getting help from a friend... that would be part of the strategy of this RTS. :) I put it under 'how can I survive'.
- Can you let me know where the standardized gaming is listed? I am not familiar with the term as used.
- 'just causes' are usually determined by the winners...
- New players can easily join an alliance if desired, last I checked there are a plethora of alliances, with more each day.
It is good to be passionate about things. Too much passion however, is a vice.
------------- Illy is different from Physics- Reactions are rarely Equal, and rarely the opposite of what you'd expect...
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Posted By: Torn Sky
Date Posted: 25 Jul 2012 at 15:08
Sisren wrote:
A few counter-points to consider.
- Why would a ruler, an alliance, or federation help out for free, someone? There is nothing to be gained - there are no 'white knights', only incentives. Helping someone who is not part of your 'group' because of beneficence? Makes little sense - there is always a motive.
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There are plenty of players that do help others.
Sisren wrote:
And what of the other extreme that you are not considering - what if someone sends reinforcements when then intended to siege, raid or attack? Surely there is a reason why we cannot do this, no? |
Pay attention to what your doing on the launch screen, adding one more option shouldn't be that confusing.
Sisren wrote:
No player is forced into anything as near as I can tell. Joining an alliance has benefits sure, a semblance of defense among them. Having the freedom of not being in an alliance also has benefits. But both also have risks - whether it is having to join in a war, or not having adequate defenses. |
You are forcing a player to join an alliance to recieve aid, even if it is a "false flag" and they leave after they've been helped.
Sisren wrote:
About getting help from a friend... that would be part of the strategy of this RTS. :) I put it under 'how can I survive'. |
You have a strange way of looking at it. Many people do help just to help and better the community.
Sisren wrote:
Can you let me know where the standardized gaming is listed? I am not familiar with the term as used.'just causes' are usually determined by the winners... |
There are not a standardized way to play that a strong point to illy, but this does force players to have to join an alliance for reinforcements.
Sisren wrote:
New players can easily join an alliance if desired, last I checked there are a plethora of alliances, with more each day.It is good to be passionate about things. Too much passion however, is a vice. |
There are alliances new players can join but there may not be any in the area and if a player is under attack they can't move closer.
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Posted By: scottfitz
Date Posted: 30 Jul 2012 at 02:41
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If a large rich player near me goes inactive and I send an army of troops and diplos to guard the resources until I have time to pick the corpse clean, I do not consider that abuse, I consider it smart
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