draxsiss wrote:
I like the idea except for the production moduals being targetable, I could see people locking high end legions just to piss them off by disabling their income stuff. Now if instead of reducing their income/modals it merely increased your bases modals by a fixed % each..... (you stole their excess production, ) say by 5% per disable....
lol. that's the point of it ... pissing others off.
agitating others and force them to leave their guarded posts to guard elsewhere is part of the strategy.
but it doesn't really hurt unless they don't have money to fix it.....besides the base production point is measured by hour, if they fix it before the production point countdown reaches 00:00, they'll still get the points.
the trick is, there's no counter unlike us, normal planet productions, this creates tensions - like a guessing game. unless of course the base legion's coffers are brimming high, the legion members can simply fund a fix immediately.
on the other side, the attackers also takes risk by hitting production modules, as it doesn't help in "weakening" the base, just a feint or direct-attention. this definitely wastes their energy points.
Deigobene wrote:
Personally, I find the idea of a "war mode" unworkable... leaders rushing their members off to war to keep themselves amused tends to have consequences for your legion.
By all means, go to war if for some reason you feel you *need* to... I just don't see a "mode" working in any way, shape or form.
As for targeting base modules, I don't really see how that would improve the strategic content.
I suspect it would just mean people silly enough to try will get hammered by defenders, or they will be strong enough so they wouldn't bother in the first place.
Best strategy would be not to do it... and simply help taking down the base.
it's just a random idea.
but to me, a War means 2-party needs to get involved, means cross-fires need to be triggered in order for this happen (a single party cannot war on other alone) ... and wars tend to get very messy, people suffer .... sacrifices had to be made, infamy gained, some losses, some gains.......something like that
let me revise, how about this?
-A leader uses 10 red badges to lock on a potential war target (by typing the legion name)
-Upon lock-on, the defender legion will be notified
-Attacking legion will able to see the defender's players often in their battle tab.
-Attacking legion need to disable atleast 50 times of any defender's players (multi-stackable) to reach 100% aggression (2% each)
-Defending legion does not have any battle tab advantages (because it's a surprise attack from attackers)
-Defending legion can retaliate the disable, it shows in the ship log
-If Defending legion "retaliates" by disabling their attacking legion, also atleast 50 times (multi-stackable) till reaches 100% aggression, the War begins.
-If Defending legion retaliations did not reach 100% aggression or lock-on period ends in 4 hours. No War mode triggered.
-If War mode triggered, both parties will be hammering each other. lol
-Both parties will have their battle tab, fully filled with opposing legion players. (there's no distraction, both legion is angrily focused on each other)
(this where the most strategy comes)
War is EXHAUSTING (definitely)
-It is expected, NOT everyone will fight the war, some might give a try, some might bash a few, there might be a few might drop out totally. This is the psychological of it. (some soldiers fight hard, some take it easy)
-That's why I stated which legion having their 70% members disabled, will LOSE the war.
In order to win the war, the legion must have:
1. Eager heavy hitters.
2. Online members (obviously)
3. Enough credits to revive themselves everytime they're disabled (so they won't reach 70% members disabled)
4. Faith and trust in the other members that they'll continue to stand, even after taking multiple falls.
5. Good 2-way communication (or maybe intelligence)
6. Outsiders' help (aka Alliance) - Other player can normally scan any players in their battle tab and can help tipping the scales. Only players engage in war cannot scan other players beside the opposing legion members.
7. Strong will to win
Will is different from ship's strength. Not every player willing to risk a few disable stats for victory.
-If both legion cannot force the other members into 70% disabled, the War ended in 48 hours with a cease-fire
About the rewards, obviously the winner takes it all........but encourage & reward those participating, maybe any member successfully disabling any opposing legion member is rewarded an extra War badge (this applies to both legions)
nice story? lol