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Old 14-01-2014, 12:48 PM   #16
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Quote:
Originally Posted by Gazzy View Post
I like the idea of extending ticks to lower the activity requirements. My fear would be making the game boringly slow, something it's already on the edge off.

I would be curious to try something like 10 man alliances and 15min ticks. To mix it up if nothing else.
15 minute ticks are very reasonable - Enough to not overly affect the game, but just enough to give people more time. So that's an additional 25 minutes on an ETA 5 attack, which is a fair period.
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Old 14-01-2014, 01:16 PM   #17
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25 minutes each way plus 15 for attacking.

You've just made the overall time for an attack there and back an hour and five minutes longer.

3 hours 15 minutes for an ETA 5 attack there and back. I'm not sure if I like that sound of that. Lol


Edit: just my opinion.
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Old 14-01-2014, 01:31 PM   #18
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Make it 15 mins a tick, and make defence boost -2 in my opinion... Maybe make it available to solos in partnerships too.
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Old 14-01-2014, 04:21 PM   #19
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Def boost -2 would be absolutely awful. Rushes are already hard enough with things like golems and harriers for low ETA defence, a -2 boost would mean that SAs, RPGs, PAs and basically any unit that isn't dragons/CW could get there for def.
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Old 14-01-2014, 04:48 PM   #20
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Quote:
Originally Posted by webvictim View Post
Def boost -2 would be absolutely awful. Rushes are already hard enough with things like golems and harriers for low ETA defence, a -2 boost would mean that SAs, RPGs, PAs and basically any unit that isn't dragons/CW could get there for def.
Just thinking that reaction time is as much a problem as tick length... Maybe -2 def boost isn't the answer, but I think you could keep 10 minute ticks if you could find a way of allowing more time for defence to be sent.
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Old 14-01-2014, 04:52 PM   #21
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-2 on defense would just make it too hard to attack alliances with anything but a full wave or train ... which already has a detrimental effect on the game.

The problem is that 10 min ticks and 20 man alliances works really well. And theirs a simple answer, get more players (not actually so simple).

Anything else is like trying to justify eating soup with a knife. It works, but its a butchers job.
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Old 14-01-2014, 05:14 PM   #22
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What type of soup?
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Old 14-01-2014, 05:18 PM   #23
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Noodle.
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Old 16-01-2014, 03:03 AM   #24
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Why not go 5 min ticks to make it more exciting and give say +50% insurance if your offline. A lot of great games give extra defence or their equivalant of insurance, if your offline. Could be fun
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Old 17-01-2014, 06:26 AM   #25
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People would just log off at attacking for 3.

And 5 min ticks would make the game too fast. It's for in a private world for 1-2 days, but not for a 3 month round.
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Old 17-01-2014, 07:40 AM   #26
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10 man alliances would be interesting but also would make it even harder for the little guys. I still prefer Polo's epic injury/insurance suggestion
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Old 23-01-2014, 04:32 AM   #27
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Increasing the tick length to 15 min might not be bad. I don't like the def. eta -2 idea, but I like the idea of giving -1 defending ETA to p-naps.

As to making the ticks shorter and having offline insurance, it needn't be as broken as you suggest gazzy. Have the insurance only kick in if you've been offline since the hostile mob was ETA 4. Some sort of time offline limit or something, to prevent logging off at the last minute.

Cool ideas all around though.
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Old 23-01-2014, 08:22 AM   #28
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I think that 10 man alliances would also make the activity demands on alliances quite high (unless they didn't care about dying with nobody online of course), which would only favour the choice of solo play again, so if it were to take place I do wonder if more people would just end up playing solo anyway and we'd have the same number of alliances as before?
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Old 19-02-2014, 12:46 AM   #29
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i dont like the 15 minute tick idea or the -2 def idea, the -2 would just make alliance play ridiculous,

but 10 man alliances would make it a more competitive round again, this round we only have 5 20/20 allies, 10 man allies would make it 10 10/10 allies plus we have an 8/20 and 9/20 atm, that would be 12 potential competitive alliances instead of 5
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Old 19-02-2014, 08:46 AM   #30
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1 simple change to an 18 man alliance to kick things off with would be a start. It sounds minimal and almost as if it would not make a difference, but it would reduce the chances of defense slightly at the same time as freeing up maybe 20 people or so - Which would effectively be another alliance.

I think rather than making drastic changes with immediate effect, it would be better to be gradual to allow for the transition. You could knock it down to 17 the following round if it didn't have the world beating impact you expected.

Also - Maybe have a few more bots in the game to give the player base a bit more of a bulkier feel.
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