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Happythang
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 7:03 pm |
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Joined: Wed Jun 03, 2009 4:07 pm Posts: 8 Gender: male
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Moving units im afraid could easily be taken advantage of by traitors. There would of course be restrictions on it but still, not the best idea. An xp bonus and War Map sounds like it would work better. All of these minister roles shouldn't be too much of an advantage considering every other alliance will have them. Maybe minister roles could be implemented by a vote as well as leaders?
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mfreak
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 10:05 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Everything can be abused. We cant be afraid of every little thing. Mostly this feature will help good teams do well.
_________________ Deadman - SYN ----------------
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Goldenpaw
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 11:25 pm |
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Joined: Mon Jun 01, 2009 4:16 am Posts: 3104 Location: No.
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just because everything can be abused does that mean we should do it?
Wat kind of argument is that?
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 Sig thanks to Darklighter! CoTM Winner: October
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Jake
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 11:30 pm |
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Joined: Sat Dec 19, 2009 7:48 pm Posts: 2693 Gender: male
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Happythang wrote: Moving units im afraid could easily be taken advantage of by traitors. There would of course be restrictions on it but still, not the best idea. An xp bonus and War Map sounds like it would work better. All of these minister roles shouldn't be too much of an advantage considering every other alliance will have them. Maybe minister roles could be implemented by a vote as well as leaders? If you cant trust you're allies who can you trust? I am sick of people bringing up betrayls as an excuse to deny a good suggestion. You cant just recruit anyone this just adds to the fact that you need to be able to trust ALL of the members in you're alliance.
My two cents 
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kaustubhn
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 11:37 pm |
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Joined: Thu Dec 09, 2010 10:14 pm Posts: 53 Location: Pune, India Gender: male
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This is what I believe as a good solution. MoW- should be able to move units(make sure its a movement not an attack). This may be a good solution to dodge nuke attack. MoI- I am not quite sure about this. MoFA- i agree with having additional roles like marking alliances.
However, there is a glitch. A leader can mark certain player as MoW for time being. Such as, if I am going to be on for next 8-10 hours .. my leader will mark me as MoW and I will control the troop movements and maybe someone else for next few hours. This is something need restrictions.. When Ministers are selected there should be a provision that their role cannot be changed unless they leave the alliance. or may be some number of ticks(100 or so).. similarly.. .when someone new is being appointed as MoW, he cannot move any troops(apart from his) for atleast 24 ticks..(similar to how we cannot use Nuke before having 24 control ticks)
_________________ Kaustubh __________________ Highest Rank-1 Highest Crystals Held-92 Highest score (Without relic) -5242
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mfreak
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 11:56 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: just because everything can be abused does that mean we should do it?
Wat kind of argument is that? Thats what I mean. We shouldnt be abusing it. But we cant be afraid of abuse for every feature we put in. BTW Kaustubh, That would be too restrictive. But I know what you mean.
_________________ Deadman - SYN ----------------
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Goldenpaw
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 11:57 pm |
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Joined: Mon Jun 01, 2009 4:16 am Posts: 3104 Location: No.
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hmmm i actually like this idea the that means that the leader has to be online to change the minister roles which means activity MoW can only move units so they also have to be active. it should be restrictive  this is a huge advantage
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 Sig thanks to Darklighter! CoTM Winner: October
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Jake
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Post subject: Re: Minister Roles Posted: Mon Sep 26, 2011 11:58 pm |
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Joined: Sat Dec 19, 2009 7:48 pm Posts: 2693 Gender: male
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mfreak wrote: Quote: just because everything can be abused does that mean we should do it?
Wat kind of argument is that? Thats what I mean. We shouldnt be abusing it. But we cant be afraid of abuse for every feature we put in. BTW Kaustubh, That would be too restrictive. But I know what you mean. In order to keep this from being abused these restrictions may be necessary, maybe not so restricted but still some restrictions are necessary.
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mfreak
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Post subject: Re: Minister Roles Posted: Tue Sep 27, 2011 12:10 am |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Yeah Agreed. Obviously there cant be a free reign. I am just thinking about the timezone factor.
_________________ Deadman - SYN ----------------
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kaustubhn
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Post subject: Re: Minister Roles Posted: Tue Sep 27, 2011 12:55 am |
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Joined: Thu Dec 09, 2010 10:14 pm Posts: 53 Location: Pune, India Gender: male
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I dont see my suggessions were too restrictive. 1. Assigning a MoW is something tricky.. Most of our guys have fixed/slightly changable roster.. In such case, they can decide in advance that which guy can give his maximum time to BD for that particular era. 2. Since, the mentioned guy gonna be a trustworthy resource, obviously there is no scope of changing MoW.(24 ticks of freezing movements and 100 ticks of changing MoW both things fall aside in such case) 3. 24 ticks of movement restriction and 100 ticks of change of MoW are very good for those who intend to change MoW time to time(In short, this will enable leaders to choose MoW after much thinking at the start of the era). 4. Lets not forget that we are trying to give additional roles to Ministers.. that exactly means they have more responsibility.. and More responsibility means more Risk.. Activity is the risk in such case..
_________________ Kaustubh __________________ Highest Rank-1 Highest Crystals Held-92 Highest score (Without relic) -5242
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