Allegiance Wars has had a long and proud history that I know very little about being the mere three-year noob I am. Allegiance Wars: Fleet Command was the fifth iteration of this illustrious series, with a novel new concept, bold ideas and an effective and well-thought out implementation. Unfortunately for us plucky gamers, like the new Zone Games, Double Tournament, a multitude of new core events and the Allegiance Nationals League (We Love ANL) before it, AW:FC didn't have the reception it so rightly deserved.
In the words of McWarren:
Good game guys, we tried hard but it just didn't pan out. I had fun on occasion, but it was mostly me and grav beating up on MW and watching him getting mutinied and booted.mcwarren4 wrote:QUOTE (mcwarren4 @ Oct 27 2008, 02:54 PM) As far as I'm concerned, unless someone else wants to take the reigns now its over.
Other highlights include:
An epic defeat, losing six full fleets to none of the enemy's. This included losing three fleets to A SINGLE ENEMY ONE.
The decisive battle, me, Night and Grav with Rix, Dreg and TF fleet against the dreaded Rebel Alliance and finally succumbing to their onslaught.
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I'd like to summarise what I personally think were the problems with this series.
-Terrible attendance. Well, obviously.
-The forums weren't on FreeAllegiance.org, and the thread that pointed to them was overlooked by a lot of people.
-Lack of tags (and the ASGS messages that come with them) after the first couple of games. Mainly to do with ASGS messages. I know McW doesn't have time to babysit everyone but attendance is vital for this sort of event, and ASGS messages probably would've helped. I broadcasted a squad message for the last game but I think most of the people who have the ability to make ASGS messages gave up due to apathy.
-Bitter infighting and lack of esprit de corps on the part of both sides. While I can't speak for the Rebels those couple of logs juckto posted of MW going off his rocker looked like the Rebels were as uncooperative as the Scions were. A lot of people on the Scion side reacted badly to so-called "morale boosters" given by some of our members. I guess people don't like being shouted at for failure.
-Too complex. The combination of both in-game strategies and the forum-based metagame, with its associated GAs, units, building and map made things quite complex for the average player. While the last AW from what I saw had similar things (being able to buy GAs for your faction), a lot of people just lost track of the strategy/tactics discussion. Plus most people never really had any sort of clue what the maps looked like. Personally I think you should've made all the maps in advance, or at least just left them the way they were. Or even posted the maps in the main thread announcing the game so at least SOME of the players would have a clue of what to do. It's very hard to talk shop with your players when most of them aren't on the same page.
-To build on the above point, those turn strategy threads sprawled on and on and on and even I stopped paying attention at one point. Democracy is all fine and good but not when you have ten players simultaneously suggesting elaborate plans. Each side really should've had a command staff or inner circle dedicated to discussion strategies. At least the battle plans were in different threads for the commanders to discuss. I know everyone wants to help but as they say too many cooks spoil the broth.
-I'm sure a comment about Spidey's picks should go in here somewhere, it always felt we were fighting an uphill battle. Faction/fleet choices were also somewhat perplexing on our part...but this is criticism levelled at how our particular team conducted ourselves.
To conclude, the biggest killer was definitely the attendance problem. Which may or may not have been influenced by the other points I have brought up. It was probably a given some people would give up when and if the fight turned sour, it was just unfortunate the most important game (by my reckoning, the 3v3 in FreeBeer) occurred after we lost six fleets to none. Attendance claimed ANL, and it has always been a bane of Allegiance.
I mean we'd still be developed by Microsoft if Allegiance was popular right? So there's not much you can do to stop people from not attending. Turning down the complexity helps, for example not having a map, playing fixed teams, etc. but it wasn't your fault mcwarren that this wasn't as successful as it should've been. Hell, even ZGs started to fade away after the 20th or so.
Thanks to the co-creators for their efforts, Spidey and aarmus for commanding the rabble, all the fleet commanders for trying their best, the pilots who turned up, the map makers, strategy makers, and of course the man himself McWarren4 for creating AW:FC.
So bad luck this time, hopefully what I've said and what other people will say will help make the next AW (whether you have any part in it or not) a better experience.
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This retrospective brought to you from CronoDroid. Go Rix!






