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What We Know about Clan Wars

Дата: 01.11.2010 04:16:10
View PostAristarkh, 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.

View PostAzmodanrom, 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.

View PostStarfire, on 27 October 2010 - 12:31 PM, said: View PostTrill, 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.

View PostTrill, 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.

View PostAristarkh, 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:

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