Originally
posted by
Pang:
120/120 is way worse for war and the netters will adjust appropriately to any number of turns they are given.
I see your point, but I'll argue that you currently have 5 alliances under 20 members who would require that large amount of turns to do any sort of damage to Anyone else. ICN(5) Monsters (6) DANGER (7) could each make one kill AND do some damage with their members @ 120 turns. 2 Kills if they do it right! Power to small alliances is helpful to the survival of the game.
Originally
posted by
deepcode:
The changes are moving in a good direction though. Who likes to spend large amounts of time on a country and have it completely wasted in less than 2 minutes to a kill run because they couldn't get online to wall? I don't imagine netters or warmongers enjoy that kind of warfare.
While I do agree that no one wants to have their country "wasted".....thats a political issue. If EVO (as netters) dont want to get jumped, their alliance leader / politics can make that happen.
Its a risk in a war game that you are going to war. As for the war alliances, they are usually a bit more dedicated to the idea of being ready to stonewall at a moments notice.
You have to play with an Ideal or structure you believe in. A top 10 netter probably doesnt want to tag SOF every set knowing full well they will probably be involved in a conflict.....