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 Post subject: well balanced relics?
PostPosted: Sat Aug 13, 2011 12:39 pm 
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I know that Constancy will complain that we allready got to many relics in relation to the part of the map that we "own" but there is still a point i would like to discuss.

All relics except relic 19 and 20 got released at the same tick. (19 and 20 1 tick later).
All relics got according to the scans 500 - 600 units (except 20 with 1400 units)
All relics were in ANY nuke range (except 20 which was near 1 of my members colony in the pacific ocean)
All relics were moving (except 20 which was moving towards SA then returned and stopped)

And all relics are now imun against ions !

Quote:
When the immunity is added the amount of units on the relics will also be decreased to give everyone a chance to take them.
said Simmen here :
viewtopic.php?f=75&t=9910&view=previous


So, if you look at it from my side, you will notice that this relic 20 could have been only taken by us after suffering high losses.
Why are updates made without announcements?
Why is 1 relic higly defenced while all others are with less units? (450 inf, 225 veh, 750 (!!!) tanks)
Why did Seth don't even care about mails about that?

Sorry...but thats just ridicolous. And don't reply with phrases like : you could have just ignore the relic there.

If someone want a proof for the scans or a BR - i will add them here.


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 Post subject: Re: well balanced relics?
PostPosted: Sat Aug 13, 2011 12:54 pm 
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I spoke to Andrew, and he said no such relic changes have been made as yet. I have never ioned a relic in my life, but I do believe that relics like any other outpost or colony can indeed be ioned. Now, balancing relics is one thing. You put more in NA, so you increase troop counts, whatever.

But why is an ingame strategy refused when we attempt to use it? Admins should never really interfere in ingame strategy.

Relic 20 was released in the pacific, with lots of units. Almost 750 tanks was it? And other units as well, totalling around 1400 to 1500. After we gathered to attack, the relic started moving east, so I was waiting to send a couple of 20 tick nukes at it, so it will make it easier for us to take those 75 squads of tanks in it down. The relic suddenly stopped after only 12 ticks or so and started moving west, just as it was about to get in nuke range, and escaped nuke range as well. When we attempted to do a few ions just to make it easier, once again to our surprise we found that ions were not possible. Forcing people to just send squads and take losses, and forcing them to not be able to use a counter for killing lots of units, and that too by an admin, is tampering with ingame strategy and admins should never really be able to do that, nor should they.

Because we could do nothing, but send 220 odd squads to it, our losses were on the higher side. These losses could have been avoided if we could have used our ions or nukes. This is totally unacceptable.

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 Post subject: Re: well balanced relics?
PostPosted: Wed Aug 17, 2011 10:06 pm 
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Oh my goodness :o

This speech from the joker comes to mind :lol: Something about anything abnormal making everyone lose their minds :lol:

A good strategist should never be afraid to be forced to improvise.

I saw that only a few alliances were taking over with little activity after, and I figured I would randomly put the relics out (which I did. I paid no mind to who was where. All relics were placed completely at random except for the last one.) I actually intended for the last relic to stay still, but apparently it is coded that this is not possible. I knew they moved randomly, as I do not move them when they are placed, I let them choose their own directions as to avoid trying to show bias. However, I thought that maybe if I chose a short destination manually, it would stop when it got there. This is not the case.

Yeah. I wanted to make it interesting. I wanted to make it so that relics could not be taken purely by how much of the map you have taken, but rather force alliances to go after it, all the while being forced to keep a good balance and keep their fronts and defenses intact.

Yep. I did something different. I am human and not a bot. Us humans tend to do that. :lol:

If you would rather have bot admins, that could be arranged I suppose.

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 Post subject: Re: well balanced relics?
PostPosted: Wed Aug 17, 2011 10:16 pm 
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Seth wrote:
Oh my goodness :o

This speech from the joker comes to mind :lol: Something about anything abnormal making everyone lose their minds :lol:

A good strategist should never be afraid to be forced to improvise.

I saw that only a few alliances were taking over with little activity after, and I figured I would randomly put the relics out (which I did. I paid no mind to who was where. All relics were placed completely at random except for the last one.) I actually intended for the last relic to stay still, but apparently it is coded that this is not possible. I knew they moved randomly, as I do not move them when they are placed, I let them choose their own directions as to avoid trying to show bias. However, I thought that maybe if I chose a short destination manually, it would stop when it got there. This is not the case.

Yeah. I wanted to make it interesting. I wanted to make it so that relics could not be taken purely by how much of the map you have taken, but rather force alliances to go after it, all the while being forced to keep a good balance and keep their fronts and defenses intact.

Yep. I did something different. I am human and not a bot. Us humans tend to do that. :lol:

If you would rather have bot admins, that could be arranged I suppose.

if we had bot admins we couldnt have understaning people to hear our complaints :lol: but anyway out of all things to cry over i laughed at this 1 the most. to be honest i think this was a clever idea

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 Post subject: Re: well balanced relics?
PostPosted: Thu Aug 18, 2011 12:29 am 
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Seth you missed my point. LC so did you. I am not complaining about where you placed the relics. I am not complaining about how many units you put on it. I am complaining about the fact that you didn't LET us use STRATEGY. Launching a huge number of squads for 20 ticks to take a relic, is actually using no strategy at all. You have nukes and ions for a purpose, and not letting us use them, is interfering in how we decide to take the relic, and how we decide to kill units more effectively. I am all for innovative, interesting ideas, but when all it results in is an extra loss of units, without benefits (say a bunch of crystals would have been nice for all the trouble), then it isnt a good idea.

Oh and btw, if the relic moved away by itself out of nuke range, well, then there is nothing I can say about that lol.

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 Post subject: Re: well balanced relics?
PostPosted: Thu Aug 18, 2011 12:41 am 
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You lost an extra 50 APC

Is that really the end of the world? If it was, you could have swapped John Doe's colony with a silo to shoot at the relic if you REALLY think it was that big a deal.

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 Post subject: Re: well balanced relics?
PostPosted: Thu Aug 18, 2011 12:50 am 
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How do you know we lost an extra 50 APC?

Well, whatever we lost that isnt the issue. The issue was that we could have lost only 40 APC instead of 50. Yeah the numbers are small. But I dont like an option being taken away, resulting in an extra loss of workers however small it might be. Swapping John Doe's colony for a nuke is gonna take 2 days. Thats just too long. We had nukes along the coast, that should have been enough.

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 Post subject: Re: well balanced relics?
PostPosted: Thu Aug 18, 2011 12:53 am 
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It would have taken two days for the relic to get in range of those shore silos anyway. Do the math.

So time is not the issue.

You just didn't think to swap JD with a silo. Or you were too lazy to do it.

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 Post subject: Re: well balanced relics?
PostPosted: Thu Aug 18, 2011 1:07 am 
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No, I calculated the distance from my nuke to the relic. It was like a tick or two away before the relic turned away from range. Otherwise, we would have swapped JD for a silo. We thought about it, but then decided that wasnt practical.

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 Post subject: Re: well balanced relics?
PostPosted: Thu Aug 18, 2011 1:10 am 
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So you had the strategy available to you, and decided it wasn't practical.

That's not Seth's fault. You made the decision.

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