Silvanus said:Quick ideas on making Timequakes better: shorter, less frequent, or all participants of the winning side get 5 archpower to encourage more usage of research powers. Really none are ideal, but I'm not the best on ideas so hoping someone else can branch off of something.
So I know I don't do timequakes, but theoretically - in addition to these changes, what if multiple anomalies could be present/spawn at once?
Edit: Please pardon the awful formatting, ugh
I'm removing posts that are continuing a topic I said it's time to move forward from. You were sent a message explaining this.Xenthos said:Okay, you're deleting on-topic posts now because you don't like them?
To some extent, sure. The point is not to tell people they aren't allowed to try and win, but to shift the motivations away from 15 vs 5, or to give those 5 some other way to compete. Both in pk, or in improving the org.Kali said:I think an underlying issue that causes a lot of problems is that people fight to win. They will garner every advantage they can, be it cheesy strategies or calling in reinforcements. This isn't a critique on a particular side, as I've seen both sides do it without hesitation whenever they can or need to. People aren't as interested in fair play and even fights as they are in winning at any cost, and it's not really a mindset that can be avoided as it is a competitive game, so it kind of is what it is.
It would be quite dependent upon alliances that are roughly equal in participation-interest, yes. It's not so great a solution Right Now, but one would hope that someday things will be somewhat less divided. It also suffers from cementing the "us v. them" divide because it's likely to be exactly 2 sides, unless it gets capped at only letting 2 orgs be in an alliance at once (which comes with its own downsides / issues).Kethaera said:Eh, but that sounds like it would force alliances to be static. If one side is always going to be winning, I'm not sure this would help. I don't remember the details of the report, but I agree with the spirit of it.Xenthos said:Kethaera said:I like the idea of this, but not sure how this would work for things like villages and flares. I think I or someone else suggested at one time the idea of making it harder to capture villages the more you have, with the idea that no one likes huge empires.Xenthos said:Yes- delete the "winner takes all" mechanics. Incentivize trying; if you try, you get something portion of it (kind of like wildnodes, but even then it's only generally 2 orgs that get anything instead of all participants). Work on addressing the so-called snowball effect (the more you have, the easier it is to get more right now- it should function the other way). Lots of little details and such that can be gotten into, but we've even written envoy reports to try to address some of it that are on indefinite hold.An actual alliance mechanic system could also be leveraged to share earnings from events.Yep! That was a report we put forward in the last report cycle.Other options include things like: An organization doesn't claim a village / flare, but an alliance does. Thus, everyone in the alliance gets some of the commodities / power / output, etc. Make things really a group effort in which everyone is rewarded. If you focus on and nab one, then you all prosper.