First, I want to preface this by saying with or without changes its a fun and addicting game and that I appreciate everything Johnny does here and understand that this is a side project for him.
That said I have a couple of fresh ideas to tackle some 'game breakers' (I use the term loosely)
--- Problem 1 - Cycle Timer -----------------------------
The first is an old, tired and beaten to death issue. Invisible units and the 5am EST cycle time. 5am is a ridiculous time to be playing GT, but the advantages of playing shortly before a cycle can be significant. Assuming that most of the player base is in the United States the East Coasters are at a disadvantage while the Euros are playing in the late morning to early afternoon and the West Coasters are playing at 2am (inconvienent but, doable for a few days when stakes get high).
I propose putting the cycle timer on a 22 hour clock, this way the cycle time will migrate through the day giving and taking the cycle time advantage several times over the course of a map. However, this may not work if Johnny doesn't want to bog down the server in the middle of the day when it might be used for various other more productive and lucrative things.
The second alternative (not as good, but perhaps more practical) is to push the cycle time back to 1am EST, thus keeping the cycle time out of US internet prime time but making the cycle more accessible to the larger US player base (the Euros suffer)
---- Problem 2 - Alliance Swapping------------------------------
The second issue is the ease and lack of penalty for alliance jumping. Some players may consider this a feature that promotes a desirable and dynamic social engineering strategy. I'm not one of them, and would argue that overly easy alliance swapping encourages weaker players to pander to the front running alliance resulting in a snowball effect. Moreover, it encourages a strategy of reckless expansion in the early game that's necessary to attract panderers.
However, I realize that my preferences may not appeal to all players so rather than abolish the current system, I recommend adding a new alliance type, the 'Binding Alliance'. The new 'Binding Alliance' would work as a treaty/alliance hybrid. Joining would remain the same. However, leaving an alliance could only happen after a player has been eliminated from the map OR gone through the two step proposal and acceptance process required to join in the first place.
If you would really like to make it elaborate and build upon the 'Binding Alliance' idea, later versions could add a penalty system that imposes a predetermined fine and/or treaty like time out to skip the acceptance phase
In the end it's about letting the players choose the level of commitment they want to make and give to their alliance rather than just writing them in the sand... As it stands now, treaties are more binding and absolute than the alliances that determine a maps winners. It seems backwards.
---------------------------------
Suggestions and comments are welcome, save the flaming for another thread please.
That said I have a couple of fresh ideas to tackle some 'game breakers' (I use the term loosely)
--- Problem 1 - Cycle Timer -----------------------------
The first is an old, tired and beaten to death issue. Invisible units and the 5am EST cycle time. 5am is a ridiculous time to be playing GT, but the advantages of playing shortly before a cycle can be significant. Assuming that most of the player base is in the United States the East Coasters are at a disadvantage while the Euros are playing in the late morning to early afternoon and the West Coasters are playing at 2am (inconvienent but, doable for a few days when stakes get high).
I propose putting the cycle timer on a 22 hour clock, this way the cycle time will migrate through the day giving and taking the cycle time advantage several times over the course of a map. However, this may not work if Johnny doesn't want to bog down the server in the middle of the day when it might be used for various other more productive and lucrative things.
The second alternative (not as good, but perhaps more practical) is to push the cycle time back to 1am EST, thus keeping the cycle time out of US internet prime time but making the cycle more accessible to the larger US player base (the Euros suffer)
---- Problem 2 - Alliance Swapping------------------------------
The second issue is the ease and lack of penalty for alliance jumping. Some players may consider this a feature that promotes a desirable and dynamic social engineering strategy. I'm not one of them, and would argue that overly easy alliance swapping encourages weaker players to pander to the front running alliance resulting in a snowball effect. Moreover, it encourages a strategy of reckless expansion in the early game that's necessary to attract panderers.
However, I realize that my preferences may not appeal to all players so rather than abolish the current system, I recommend adding a new alliance type, the 'Binding Alliance'. The new 'Binding Alliance' would work as a treaty/alliance hybrid. Joining would remain the same. However, leaving an alliance could only happen after a player has been eliminated from the map OR gone through the two step proposal and acceptance process required to join in the first place.
If you would really like to make it elaborate and build upon the 'Binding Alliance' idea, later versions could add a penalty system that imposes a predetermined fine and/or treaty like time out to skip the acceptance phase
In the end it's about letting the players choose the level of commitment they want to make and give to their alliance rather than just writing them in the sand... As it stands now, treaties are more binding and absolute than the alliances that determine a maps winners. It seems backwards.
---------------------------------
Suggestions and comments are welcome, save the flaming for another thread please.
