Statistics: Posted by Lieutenant Lich — 30 Dec 2017, 01:02
Statistics: Posted by FtXCommando — 29 Dec 2017, 16:04
Statistics: Posted by Golol — 29 Dec 2017, 15:05
Assembler wrote:
When you have large groups, the result is aggregated. So not much losses, and not much gains.
The result is a war with many raging battles but which doesn't really go anywhere.
Assembler wrote:
It's not really in the vein of the strategic maneuvers I mentioned in the quote below, isn't it?Assembler wrote:The strategic options are pretty limited.
Assembler wrote:speed2 wrote:Decide what planets will be attacked.
There was faction chat, it wasn't that hard to start coordinating stuff, couple of messages and done.
But, if I'm describing GW accurately, choosing to attack a planet is just choosing to play some RTS battles to determine the win/lose ratio.
It's not really in the vein of the strategic maneuvers I mentioned in the quote below, isn't it?
Also, I think it doesn't really represent a troop surge, or an invasion, into a region of the galaxy.
An invasion would be pouring troops into a region to overwhelm the limited number of defenders.
Assembler wrote:
How much could they do though?
Sorry, I'm not too familiar with GW, the last time it was actually executed was aeons ago?
So, back to how much they can do:
And the RISK player decides where to send his troops. "I wanna move them from this territory to that territory."
Galactic War isn't like RISK. The strategic options are pretty limited.
But imagine if it was like RISK. A troop surge in one region could be undertaken. An invasion could be launched into another region. Or a region could be heavily fortified with more troops.
It opens up a whole new strategic ballgame. The war is no longer largely aggregate. Suddenly, there's direction, and drama.
Another idea is that the number of RISK pieces should not be directly proportional to the number of human players, they should be independent of each other.
Let's say both teams have 100 human players each, and 1000 RISK pieces on the board each.
As the war progresses, Team A has expanded to 1500 pieces, while Team B has dropped to 700 pieces.
But both teams still have 100 human players each participating.
The difference is that Team A has more power to affect the war on the board, because they have more manpower, or pieces, on the board.
Lastly, and this is my most important point:Assembler wrote:
It opens up a whole new strategic ballgame. The war is no longer largely aggregate. Suddenly, there's direction, and drama.
But... Who will make decisions on the troop movements?
Obviously, we'll need a leader to make the important decisions.
So, in order to open things up strategically, in order to add direction to the war, the need for a leader is inescapable.
Otherwise, you'll be fighting in an infinite war. But what good is a game that cannot be won?
Statistics: Posted by Assembler — 29 Dec 2017, 06:02
FtXCommando wrote:
Stop trying to force some sort of pseudo government on this.
FtXCommando wrote:
Your "star bigwigs" getting into fights with one another wouldn't happen. There's like 30 players that could ever be considered "star bigwigs" and they all know each other. They wouldn't fight with one another over petty crap because of that.
FtXCommando wrote:
Letting better players organically take control is simply far superior because the community is small and everyone at the top can work with one another.
Assembler wrote:FtXCommando wrote:Skill level will decide leadership naturally.
It's actually a two-layer war, the galactic meta-layer and the SupCom RTS layer.
So a leader would have to be really good at the meta-game too, whose details and mechanics would obviously be different from the old one.
A good leader would need good people skills to organize the gang. It requires considerable effort to organize and them mobilize all the players for key points during the campaign.
Intelligence is key as well. You must protect your plans from spies and conduct espionage to retrieve the enemy's plans. If it really happened, I think we would see a lot of innovation in the secrecy and security department.
FtXCommando wrote:
I get what this looks like in your mind. A cohesive political structure with checks and balances that works like a normal society. But this isn't a society. It's a game.
FtXCommando wrote:
It's a game and chances are people will organize themselves via what time they are on rather than some 9000 dimensional basket weaving backgammon strategy.
Assembler wrote:
When you have large groups, the result is aggregated. So not much losses, and not much gains.
The result is a war with many raging battles but which doesn't really go anywhere.
Statistics: Posted by Assembler — 29 Dec 2017, 05:46
Statistics: Posted by speed2 — 29 Dec 2017, 02:37
Statistics: Posted by FtXCommando — 29 Dec 2017, 02:28
FtXCommando wrote:
You are really overestimating people's willingness to commit to the game
Scott Wallin, senior director of online games at the former Cavedog Entertainment, April 2000, wrote:
it's not every day that you can capture a planet, save the universe, and mock your friends all in one day.
FtXCommando wrote:
You are really overestimating... the capability of a bunch of strangers to work together
FtXCommando wrote:
You are really overestimating... the actual strategic possibilities that are open to people in such a scenario.
FtXCommando wrote:
You can't even get clans of friends to coordinate without babysitting 24/7, good luck getting a bunch of people that don't care about one another to work together.
FtXCommando wrote:
Also election idea is bad anyway. What are you planning on doing? Electing some dude that says he read The Art of War (kappa)
FtXCommando wrote:
Skill level will decide leadership naturally.
Statistics: Posted by Assembler — 28 Dec 2017, 23:22
Endranii wrote:
Also this kind of people who will lead will appear anyway. There is no need for some elections or other nonsense.
Statistics: Posted by Assembler — 28 Dec 2017, 22:54
FtXCommando wrote:
What are you gonna do with your epic German pseudo blitzkrieg when the 1800 that was supposed to be doing it decides to go drink beer with his friends instead. You are really overestimating people's willingness to commit to the game, the capability of a bunch of strangers to work together, and the actual strategic possibilities that are open to people in such a scenario.
You can't even get clans of friends to coordinate without babysitting 24/7, good luck getting a bunch of people that don't care about one another to work together.
Also election idea is bad anyway. What are you planning on doing? Electing some dude that says he read The Art of War (kappa)? Skill level will decide leadership naturally.
Statistics: Posted by Assembler — 28 Dec 2017, 22:41
Statistics: Posted by FtXCommando — 28 Dec 2017, 22:18
Statistics: Posted by Endranii — 28 Dec 2017, 22:16
Assembler wrote:
How much could they do though?
Sorry, I'm not too familiar with GW, the last time it was actually executed was aeons ago?
So, back to how much they can do:
And the RISK player decides where to send his troops. "I wanna move them from this territory to that territory."
Galactic War isn't like RISK. The strategic options are pretty limited.
But imagine if it was like RISK. A troop surge in one region could be undertaken. An invasion could be launched into another region. Or a region could be heavily fortified with more troops.
It opens up a whole new strategic ballgame. The war is no longer largely aggregate. Suddenly, there's direction, and drama.
Assembler wrote:
It opens up a whole new strategic ballgame. The war is no longer largely aggregate. Suddenly, there's direction, and drama.
But... Who will make decisions on the troop movements?
Obviously, we'll need a leader to make the important decisions.
Statistics: Posted by Assembler — 28 Dec 2017, 22:10
Assembler wrote:
We can have two separate wars, one for the freewheeling, the directionless and those who hate to take orders, and one for those who desire some order, direction, and organization as they don't wish to fight aimlessly.
Statistics: Posted by Assembler — 28 Dec 2017, 21:52
Statistics: Posted by moonbearonmeth — 28 Dec 2017, 21:44