Aristarkh, on 27 October 2010 - 02:24 AM, said: Am I understanding this right in that it's basically a
browser-based game of Risk, but instead of a dice roll to resolve
an attack it schedules a tank battle?I still don't entirely
understand how they're solving the time zone problem, and the parts
I do understand seem rather odd. For one thing, it looks like
mercenaries will have more opportunities to participate than clan
members will. It also looks like the system will require you to
form a large guild, as I see no way a small group of real-life
friends can keep up with daily battles at odd times without relying
almost entirely on mercenaries. Then again, if a clan could easily
fulfill all of its responsibilities with its own members, the
mercenaries wouldn't have much to do.Giving gold as a reward for
every province is really great, too. I'm no cheapskate (though my
budget forces me to act like one at times) but I typically avoid
games that make me feel like I'm being coerced into buying stuff.
Premium ammo/consumables and the platoon system had me worried, but
if there's an in-game source for gold it means buying stuff really
is just a convenience thing. I wonder if the reason we're getting
150 gold a day in beta is because that's what they think the
average player should earn from clan/merc stuff, and they want to
balance the gold costs so that it's enough to get some things you
want but not so much that you don't wish you had a lot more.

The clan stuff all looks very
interesting, but it's hard to see how everything will work out in
the end. I hope we'll get some clarification in the future, when
more of the details have been sorted out.
merig00: Yeah, something like Risk. The time zone problem is solved by
having the actual battle in the evening (between 8-11pm) next day
of the local time of the real life prototype of the province.
So for example I am in New York (-5GMT) and you are in Moscow
(+3GMT). You own a province in Ukraine (+2GMT). I move my tokens to
attack you on November 2nd at 2:30pm NY time. Your clan immediately
gets notification about it. We have to gather for the actual battle
on November 3rd after 8pm Ukraine time (1pm for me and 7pm for
you). Might be a bit complicated, but fair. And you don't need to
have people keeping an eye on the game 24/7. You'll have at most 24
hours to prepare for the battle.
Azmodanrom, on 27 October 2010 - 10:23 AM, said: the "tokens" that represent tanks in a territory.. are they real
members of the clan (each token is a known fixed member) or just a
placeholder for any member of the clan that can be online at the
specified moment for the battle?lets say my token is deployed in a
territory that is far back, but i;m online when a battle is
supposed to happen - do i stay out of the battle and watch as the
clan hires mercenaries to fill up for the members that are not
online?if the clan leader assigns 10 tokens in a territory and that
territory is attacked, but only 2 of the members that those token
represent can be online.. how many mercenaries can be recruited? 5
or 13?
merig00: In the clan wars token is not tied to a specific player, so yeah
just a placeholder for a member or mercenary. However there will be
a sub-mode of clan wars where each token represent a specific
player (info on that mode should be posted in a couple of days,
keep an eye on that sub-forum). I know you can recruit up to 5
tokens-mercenaries, but I think that means if you have less than 15
tokens you can bring your number closer to 15 by hiring
mercenaries. I'll get back to you on it once I get clarification.
Starfire, on 27 October 2010 - 12:31 PM, said:

Trill, on 27 October 2010 - 12:06 PM,
said:Just, please, make sure people dont have to be online every
evening for 4h to defend thier territories.Global Agend had(has?) a
system of territorial warfare which seems very similar to yours.I
was leader of an agency which did very well and was eventually
written down as one of the winning agencies for Echelon, the prime
euro zone. To achive this our player burn out rate was nothing
short of catastrophic. Yes we we had around 100 members in our
agency and then a lot of allies, yes we divided duties and took
shifts, we did our best to try and be as casual as possible while
remaining competitve. But it was just too much....The AvA(clan
warfare) felt like a job and we werent the only ones suffering from
it either, our enemies and allies were all strugling with the same
problem. Too much "duties", too many defenses, too many attacks
every night. People burnt out and left.Eve-online also has a "24/7
clan warfare" system but in eve a corporation which holds territory
is much bigger and making a true challenge to ones systems is a
serious undertaking, lots of logistics, planning, ect. The point is
in eve people dont attack whenever they feel like it because it is
not just a matter of moving some tokens around like in GA and, it
seemes, WoT. So eve players get thier R&R between wars.I feel
this is the most important part of Clan warfare. There has to be a
way to take a break, get some R&R without losing your work from
days past in one evening of beign AFK. I am honestly not sure how
to best deal with it but then again i am not a game developer, ill
leave that to you and try to get my people ready for another epic
conquest. But if it turns out to be GA all over again with constant
need for hard defense and never an evening "off" i doubt i can
convice many people to do that again, heck im not even sure i can
convice myself.Just throwing some ideas out there....Different
modesI.e. No weekend battlesNo weekday battlesEvery other
day...Battles only on M, T, T, SThis would cut the strain of
constant, nightly battles.
merig00: Just throwing some ideas out there....Different modesI.e. No
weekend battlesNo weekday battlesEvery other day...Battles only on
M, T, T, SThis would cut the strain of constant, nightly
battles.
The actual battle will take place the next evening after the
attack. See my explanation to the first quote.
Trill, on 27 October 2010 - 12:06 PM, said: Just, please, make sure people dont have to be online every evening
for 4h to defend thier territories.Global Agend had(has?) a system
of territorial warfare which seems very similar to yours.I was
leader of an agency which did very well and was eventually written
down as one of the winning agencies for Echelon, the prime euro
zone. To achive this our player burn out rate was nothing short of
catastrophic. Yes we we had around 100 members in our agency and
then a lot of allies, yes we divided duties and took shifts, we did
our best to try and be as casual as possible while remaining
competitve. But it was just too much....The AvA(clan warfare) felt
like a job and we werent the only ones suffering from it either,
our enemies and allies were all strugling with the same problem.
Too much "duties", too many defenses, too many attacks every night.
People burnt out and left.Eve-online also has a "24/7 clan warfare"
system but in eve a corporation which holds territory is much
bigger and making a true challenge to ones systems is a serious
undertaking, lots of logistics, planning, ect. The point is in eve
people dont attack whenever they feel like it because it is not
just a matter of moving some tokens around like in GA and, it
seemes, WoT. So eve players get thier R&R between wars.I feel
this is the most important part of Clan warfare. There has to be a
way to take a break, get some R&R without losing your work from
days past in one evening of beign AFK. I am honestly not sure how
to best deal with it but then again i am not a game developer, ill
leave that to you and try to get my people ready for another epic
conquest. But if it turns out to be GA all over again with constant
need for hard defense and never an evening "off" i doubt i can
convice many people to do that again, heck im not even sure i can
convice myself.
merig00: In another clan-wars mode (which will be posted soon) an empty but
not neutral province will be forfeited if attacked. I guess the
same happens here. Also in the same move you can move out tokens
out of the province (for attack) and move in more from the
bordering province. So you are attacking with 15 tokens but in the
same turn your move 7 tokens from the province behind it.
Aristarkh, on 28 October 2010 - 07:06 AM, said: ...What's interesting is that there's no mention of whether you can
have a province with no tokens at all, or if you can attack with a
full 15 tokens. Does a province with no tokens become neutral? If
not, can it be captured without a battle? Would moving all your
tokens out of a province be such a stupid thing to do that we'll
never see 15-token attacks?
merig00: