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Pang Game profile

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Apr 14th 2011, 17:22:54

This doesn't seem like a well thought out idea to me.

I don't see how this could be beneficial to any server's playing environment. Our focus is on maintaining balance and fairness through our mechanic changes, not on niche mechanic changes which create more problems then they solve.

I don't see the fact that readiness requires turns to be used as a problem. It's the price you pay for attacking and is meant to be somewhat of an attack limiter. I don't see any good reason to remove that limiter, as mass attacking in a single session (especially FS attacking on clan servers) is already closer to being overpowered than it is to being underpowered.

There are mechanics that allow you to keep harming an oppoent while gaining readiness (spyops and missiles), I don't see a reason to make another way to do so.

PS. don't forget that the attacking elements that exist now were created on servers with 80(80) turns or less. We have 120(120) now (although I'd like to move this back to 120(80), which is what EC used to have...)
As the number of turns increase, the power of attacking in a single session increases.

Edited By: Pang on Apr 14th 2011, 18:06:56
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