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 Post subject: Re: Current Battledawn
PostPosted: Wed May 08, 2013 4:32 am 
Lieutenant Major
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Regarding the spy system I do see your points, Milanos. I wouldn't want the old spy system back anyway. With the current system it's maybe too difficult to attack but spies are an important part of the gameplay and I'd prefer them to be powerful. Im less convinced than I was when I first posted though.


Spies are an important part of gameplay, I agree. I'd just prefer them not to be a part of gameplay that largely limits wars and that makes it rather impossible to attack.

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I know it was lowered. Used the wrong word here. I just think that the functioning of a game should not rely on people joining a server and not logging in again. And if newbies do log in but get killed repeatedly by conquerors, they will be put off by the game because they don't see a chance to do anything. I think it would be better if the admins could place more stuff to conquer, which gives income (similar to res OPs, with some units on and rebellions now and then). If admins already do place colonies to conquer, then they should place more (I was told they didnt but who knows). This would help to get out of the vicious circle of lower player numbers -> less things to do in the game -> less players. On the other hand, raising taxation probably doesn't hurt the game much so I'm not completely against it.


Sure, admins placing colonies to conquer that act like normal players would be ideal. I believe that has been suggested before but it seems hard to program a system that drops colonies that behave like normal conquers would, including random rebellions, sometimes spams, sometimes attacks with armor then with range etc etc. If that would be possible I would prefer that over getting more newbies conquered, of course.

But let's be fair, most newbies that place and register never log in again. So conquering them really would not get more newbies to quit the game.

As far as all this talk about me having been Admin, I can confirm I have been admin and I can also confirm I resigned after unfortunate events that, despite the fact that I was not guilty of them, made Battledawn look bad and made it rather impossible for me to continue my admin duties at that time.

Let's not dwell on that point, it is something that happened in the past and should not be a point of interest in a thread like this.

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 Post subject: Re: Current Battledawn
PostPosted: Wed May 08, 2013 4:10 pm 
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Did this topic die?

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 Post subject: Re: Current Battledawn
PostPosted: Sat May 11, 2013 7:24 am 
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Just one more thing I have been thinking about.. And please let this not be a reason for whoever is replying to only reply to this idea and not look at / reply to the rest of the aspects discussed in this topic.

From what I heard, it was harder to hand over relics in OC because relics were tied to colonies. What were the pros and cons of this? Would it perhaps be an idea to implement that again as to promote wars?

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 Post subject: Re: Current Battledawn
PostPosted: Sat May 11, 2013 10:25 am 
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Milanos wrote:
Just one more thing I have been thinking about.. And please let this not be a reason for whoever is replying to only reply to this idea and not look at / reply to the rest of the aspects discussed in this topic.

From what I heard, it was harder to hand over relics in OC because relics were tied to colonies. What were the pros and cons of this? Would it perhaps be an idea to implement that again as to promote wars?


The relics in oc appeared as tin foil w/ out any units on them. 1st come 1st serve and once you had it, it was attacked to your colony. W/ the current player mentality on most servers, handing over a relic that would release all your conqs and take away your xstals might not look as juicy. You might lose top 10, or drop your alliance a rank. Hand overs still happened but not nearly as much.

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