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Author Topic: Why not to play EIR....  (Read 7433 times)
0 Members and 10 Guests are viewing this topic.
salan
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« Reply #20 on: September 02, 2007, 02:59:01 pm »

just see if its possible to not build anything near the LOS of the spawn, solves all issues.

SPAWN CAMPING IS A VALID TACTIC, you need to protect your supply route, but building defenses anywhere near the spawn in should really be dissabled to stop potential bugs and the fact that enemies wouldn't be building freaking pillboxes in your rear area anyways!
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stumpster Offline
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Posts: 2197


« Reply #21 on: September 02, 2007, 04:35:03 pm »

Random Idea - Is it possible to code so that you can only build defenses in friendly territory?  This would mean that you couldn't TT/Wire a spawn without actually capturing the sector first, something that would be very obvious to any player that pays attention to their mini-map.
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
Nevyen Offline
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« Reply #22 on: September 02, 2007, 06:32:43 pm »

I have to partially agree with salan that attacking one's supply line is a valid tactic and has been constantly attempted over the long story of military history to eliminate the prospect of a bloody battle via strategic movement. 

Key here is that on the warmap thats a valid move but in the game itself the battle, the vast majority of players who have a defined sense of fair play and thus suspend the concept of total war and introduce an archaic honour system akin to warfare  over 300 years old  (even during the revolutionary wars and later napoleonic wars attacking one's "spawn" so to speak was very valid refer retreat from moscow 1812), and thus are playing for fun not total domination of the battle field. 

The sense of play then is lost as players who use that tactic lock out the other player and thus destroy the concept of fair play fun and the search for enjoyment. 
Myself I have a balanced view on this, while i don't think its fair to place two experianced players against new players, nor stack the teams so that one side has an advantage via experiance. I think its ok to have experianced players who have new companies to take on extablished companies/platers because thier understanding of unit dynamics is far more advanced and thus can get more out of starting companies than normal(insert ranking system here).

Last nights game was no walk in the park for ashen akranadas and myslef even though our companies where clearly more experianced than our opponenets but what balanced that was the players themselves and thier capacity to understand how to play.  Anyway i digress.

The issue with spawn camping is that it elimiate the sense of fun and play and while is great for the person doing it, it is not for the person recieving it.  Its the age old debate of realims vs balanced gameplay.  Does the community want realism where such tactics are valid? or is it searching for balanced gameplay that distorts realism in favour of fairplay, player honour and so on?

I think once we know where the sentiment is then we should build policy around that and thus settle the argument based on majority concenus.  Otherwise we risk driving new players away as they we percive elements as not fun and not fully appreciate what we are about if we keep going around in circles on this topic.   

Cheers Nev   
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Ucross Offline
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« Reply #23 on: September 02, 2007, 07:56:37 pm »

We think we'll have a solution that should be fine to all.
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