Originally
posted by
Ratski:
The part about declaring war in order to hit a another clan, works for me at least I can see it coming. All so I keeps me from hitting a PDM member for 4000 acres on a SS, because I miss typed my numbers...lol
I actually agree with this sentiment. I've long been a proponent for clans having to declare war on each other to fight, and while I think there have been probably 3 or 4 better suggestions to accomplish that, this seems to be a step in the right direction, imo.
No one is saying war clans can't war. Just that they have to declare war to fight as I understand it. It really doesn't change a thing except individuals in a tag can't undermine leaders and hit tags without permission, or make Ratski type mistakes.
I said this years ago when I thought the game might actually get developed, but I'll say it again despite the lack of that over the years. Politics and pacting and even things like solo server collusion should all be built in mechanics instead of unwritten rules and after the fact deletions. It allows too much room for biased mods to be biased, for people to intentionally grief, and for individuals to control server politics over clan leaders.
If you sign a unap with someone, it should go thru the game mechanics, and all players in the tag should be forced to follow the terms of their pacts, rather than continuously having to police their members to follow them. Further, blindside FS typically wins. It's overpowered and I've long thought a 48-72 hour-ish war declaration period could create parity in otherwise boring wars.
I really fail to see how having to declare war on someone to war them is a bad thing. I'm sure this mechanic will be exploited and we will learn all the subtleties therein, but on face value, this seems like a warranted change.