Re: A Tad Better Imo
BW look at tribal wars. That game is waaaaaaay more popular than bush and the groups/allinces/guilds are there close to what i discribed. There is harder for other members to hold your hand, you are on your own to get bigger and you have to sweat for every bit of your army.
That game can be played relaxed but you need to know how to manage your cities, how to steal, how to actively play the game if you want to make it to the top. In bush all you need to be a valuable member for top alliance is to be able to get online 24/7 under 10 minutes so you can send troops same tick as you are called.
It's important to defend your cities but just with good defence you won't get anywhere. A game where defence it's the bone is imho a pretty booring one. Strong defence = stress for defenders and anoyed attackers. I think a game where you aim to kill them more than they kill you it's much more dynamic and exciting
@ Azz
I doubt solo's would bother that much about beeing listed with red "This guy is a solo". Usually there are huge solo lists that go from hand to hand before spyes are researched. Once spyes are out .. who cares they can check anyway. Sure there is a small downside but i think there is more to win if you can see what you're fighting instead attacking ghosts
We know you like to keep things hidden as much as possible but you have to admit it's at least slightly weird to be massed by a group of id's you have written down as part of an alliance and you can't even say X alliance is attacking us or you have to declare war on an alliance based on the rumours you heard about those id's belonging to that ally.
Azzer said:
So being active so you can report to your mates when you have incoming, or being active by constantly spying on your guild-mates to see income, would become important... thus activity would actually be more important, not less.
I only give a part of the ideea, it's not a full suggestion
The ideea is to diminuate defence requirements, heavy responsability you have to defend the other members, stress caused by the need to spot a massive incoming the first couple minutes after tick, stress caused by the need to get online in a couple minutes after you get hl/call so you don't miss the tick (in many cases you need eta 4 defence for head on def else eta 3 might be too weak and if you miss that tick too the guy is required to be contactable or dies).
So many like solo because they don't have to deal with much of that stress .. randomly refreshing once an hour is fine .. and if you die you're just upset of your loss, you won't feel as much you let the alliance down. Hopefully you'd want to be part of retaliation and get a small army with game cash right away ^^
Let's take Utopia, another huge mmorpg. There attacks are made instantly, there is 0 stress about defence but you must get your kingdom online asap and organize retals while enemy troops are still returning ( when i was playing the base returning time for a mob was 12 hours but you could cut it down to something like 6 h with a specialised war build ). Other kingdom attacked so there's no place for pussying about, the harm was done no point crying and worrying about anything. You must engage and fight back !
They attacked, you attacked and so on every alliance tryed to choose the best strategies focusing attacks and destroing one member or sending spread to maximise land grabs. Same with mages and thiefs .. waste everything on a couple members to get them out of the war and identify the exact ones that need to be taken out or just do moderate damage among all of them. You needed tactics, members talking to eachother and coordinate everything in perfect harmony .. that's what an alliance should be about. There 18 h active noobs didn't mean much unless you told them every step and just used them so you can't be accused of having multi accounts
Bush it's too much about speed, reaction time (omg send 5 seconds before tick! ; zomg recall the fakes in the last second maybe they pull; oh what a noob that guy's connection was slightly laggy and he died when he pressed recall with 10 seconds to go) and not enough about using your head.
Your "invisible" mob thing it's interesting tho it cuts alot from strategies especially when watching how the other ally defends during the tick in progress as you won't be able to adjust your plan before it ticks. I guess it could be used for sending attacks only tho i'm not sure
And the +1 or 2 eta won't work that well, it just gives more time to victims of attacks to get online, the defence still needs to come in 10 max 20 minutes. It would probably be another game if you'd change too much but if you want alliance play to prosper you need first to identify the cause which keeps many players from being part of an ally then try to fix those. Just forcing them in alliances and hope they get used with that won't work well imo.