Posted: Tue Jun 26, 2007 4:52 pm
I ended up commanding a lot lately and would like it if others would give it a try. I usualy starts playing alleg when my brains is too tired to study, so making me command is not always a good idea /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I lost 3 miners in 2 days because vets on my team decided to make them do suicidal moves. (sending one next to their home in a sector without outposts and full of probes, telling it to dock when it needed 2 sec to rip and making an unspotted miner move next to a probe just after I ordered the miner to move away from the int/probe). I wouldn't have minded much to have lost 1 , or even 2 of these but after 3, I really wish others would become the ones who actually have to suffer from that... There's just so much commanding someone can handle.
So, I decided to play for newbies comm, but it was even more furstrating than commanding myself. Some of them were completely worthless comms . I'm not talking about people who will do stupid mistakes like not buying cm2 vs tac or not expand and only stay with 2 miners the whole game, but about people who don't even knows the basics of how allegiance works.
- One of them got a bios home tac... and got nothing else in the whole game, which I think included miners, bases and techs.
-Another game: The comm starts the game by buying a garrison.
- Another... we were giga. He buys us booster 1(not lb1 btw), no patties. we all defended the op con in scouts. we managed to beat a bunch of enemy and clear the forward sector... but comm builds op short, next to our home. then he gets an exp and buys ints and we get bombers. I think the newbie comm god guided his hand for these moves but then, he just gave up. He did many stupid mistakes, but at that point, I still though the game would be somewhat palyable. But latter, instead of buying exp tech or expanding, we got a tac. By a tac, I mean the base cause we never got sfs or anything. Then, he buys a sup... The only sup rock was in the enemy home. They had bombers and he asked us to defend the con. We still only had ints with mini1. we failed(duh). But then... he though he had to try it again, so he actually bought another sup con! The team didn't even manage to make the mutiny work...
Now the point: There are many vets who flies but never comm, couldn't they comm sometime? An inexperienced comm who knows how the game works could make an interesting game while being forced to play with people who are completely clueless is just a waste of time. For some reasons, the newbies seems to be always willing to command, which is not a reason to make them comm. We could play games with vets who're not into commanding. If we had a larger pool of players who knows the basics of commanding, we could play more games and we wouldn't be stuck to have the choice between worthless newbies or waiting forever.
I remember snack's 1st game as a commander, he had a small stack and won. But while he wasn't aarm, he did a decent job. I remember a thousands of newbies' 1st comm or even 2nd comm, these were all a waste of time.
I lost 3 miners in 2 days because vets on my team decided to make them do suicidal moves. (sending one next to their home in a sector without outposts and full of probes, telling it to dock when it needed 2 sec to rip and making an unspotted miner move next to a probe just after I ordered the miner to move away from the int/probe). I wouldn't have minded much to have lost 1 , or even 2 of these but after 3, I really wish others would become the ones who actually have to suffer from that... There's just so much commanding someone can handle.
So, I decided to play for newbies comm, but it was even more furstrating than commanding myself. Some of them were completely worthless comms . I'm not talking about people who will do stupid mistakes like not buying cm2 vs tac or not expand and only stay with 2 miners the whole game, but about people who don't even knows the basics of how allegiance works.
- One of them got a bios home tac... and got nothing else in the whole game, which I think included miners, bases and techs.
-Another game: The comm starts the game by buying a garrison.
- Another... we were giga. He buys us booster 1(not lb1 btw), no patties. we all defended the op con in scouts. we managed to beat a bunch of enemy and clear the forward sector... but comm builds op short, next to our home. then he gets an exp and buys ints and we get bombers. I think the newbie comm god guided his hand for these moves but then, he just gave up. He did many stupid mistakes, but at that point, I still though the game would be somewhat palyable. But latter, instead of buying exp tech or expanding, we got a tac. By a tac, I mean the base cause we never got sfs or anything. Then, he buys a sup... The only sup rock was in the enemy home. They had bombers and he asked us to defend the con. We still only had ints with mini1. we failed(duh). But then... he though he had to try it again, so he actually bought another sup con! The team didn't even manage to make the mutiny work...
Now the point: There are many vets who flies but never comm, couldn't they comm sometime? An inexperienced comm who knows how the game works could make an interesting game while being forced to play with people who are completely clueless is just a waste of time. For some reasons, the newbies seems to be always willing to command, which is not a reason to make them comm. We could play games with vets who're not into commanding. If we had a larger pool of players who knows the basics of commanding, we could play more games and we wouldn't be stuck to have the choice between worthless newbies or waiting forever.
I remember snack's 1st game as a commander, he had a small stack and won. But while he wasn't aarm, he did a decent job. I remember a thousands of newbies' 1st comm or even 2nd comm, these were all a waste of time.