I don't think we (the rebels) ever viewed any game as "impossible" as much as "unlikly". We always tried to find a way to win the 2v1's n whatnot but we wouldn't be horribly surprised if we lost it either. The weekend we destroyed 6 fleets was just.. well that was funny. Be honest, you crazy SoJ people musta been beside yourself when you lost 3 fleets to 1 tech base.
Oh, and I think there were 2 obvious stategies when making picks initially. Spidey went with the team he could expect to show up with greater regularity, and aarm went with the team that he believed had more pure skill backing it but lacked regularity. Combine this with the fact that the team with the lower turnout usually set how many people would play, and aarms picking strat should logically lead to more wins at lower cost in the meta game. More regular losses naturally decreases the moral and likely hood of people playing on spideys team, and since aarms team wasn't amazingly regular in the first place, the game just goes downhill from there. Wee!
Allegiance Wars: Fleet Command (AW5)
Come to think of it, we should see how the upcoming "Alliance" aspect of Allegiance works out, and that might change the whole Allegiance Wars thing.
From what I recall, we in SoJ were severely hampered by poor cooperation between fleets. I mean, obviously the Rebels -did- pull it off, so it's not an excuse, but still, an alliance feature would change everything about how Allegiance Wars games play.
From what I recall, we in SoJ were severely hampered by poor cooperation between fleets. I mean, obviously the Rebels -did- pull it off, so it's not an excuse, but still, an alliance feature would change everything about how Allegiance Wars games play.
Personally, I loved AW:FC. With rebels, the forum participation and activity was slightly lower than SoJ, but that probably turned out to be a bit of an advatage (We only had about 10 people that kept up with the stratagy and posted regualrly). I think simplifying the metagame would ruin the fun of it, since that is what gave you the options of what you could do, and those decisions affected the game. With the Rebels, team spirit was pretty good. I don't really remember one incident where we had major bickering among the team (winning helped of course
). All in all, I really enjoyed Allegiance Wars: Fleet Command, and I'm really sad that it just died now.
Might be better if the teams are picked from those who turn out rather than a draft.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.
People just take stuff too seriously I think. Except IB, of course.
Well SoJ had quite high forum activity but we "over complicated it" and you just realise how stupid the normal person is when some simple plans cannot be done by the masses.
It really opened my eyes to the "normal" persons thoughts...
It really opened my eyes to the "normal" persons thoughts...
I decided to relive the days gone by in my new blog.
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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?


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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.
Except the big about dorjan being jelly, that's just spidey's ego.


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ChildOfDeath
- Posts: 40
- Joined: Sat Jun 05, 2004 7:00 am
Thats the only way these are going to end, is if one faction becomes powerful enough to end it quickly. They don't necessarily immediately become powerful enough to keep rolling, unless one team or the other really screws up the meta-game portion of it, and spends a ton of cash on useless GA upgrades.Andon wrote:QUOTE (Andon @ Oct 29 2008, 10:34 AM) The reason we didn't do custom factions was because of the fact that once one faction got the edge on the other faction, they could just keep on rolling, which just shouldn't happen
When AW4 was down to 2 teams, it ended in 2 turns. Drawing these things out as long as possible is the best way to guarantee that they don't ever actually get finished. I think we started with 5 teams, and went 10+ turns with pretty decent turn outs.
Edit: AW4 ended on the 15th turn.
Last edited by ChildOfDeath on Thu Oct 30, 2008 7:55 pm, edited 1 time in total.
In difficult ground, press on
In encircled ground, devise stratagems
In death ground, fight.
Sun Tzu- The Art of War, circa 400 B.C.
In encircled ground, devise stratagems
In death ground, fight.
Sun Tzu- The Art of War, circa 400 B.C.












