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File: 1450563362041.jpg (45.88 KB, 400x302, 200:151, jesus-gun.jpg)

 No.6450

Grace period ended. This thread will explain everything you need to know.

First, the basics for newfriends:

- To conquer other towns, king of your nation must enemy the nation that target town is a part of.

- If enemy town has at least 2 players online, their chunks can be conquered.

- You put a oak fence on the border block of enemy town. War flag is created and you need to wait 4 minutes in order to win it.

- If enemy fails to remove either the fence or the wool block on top of it, the chunk is conquered

- It is illegal for defenders to leave the game while a war flag was placed. If that makes further siege impossible (less than 2 online players in a town), all players will be notified of that fact, and town will be disbanded by an admin.

Now, the details:

- No, the instant conquer feature is not in place. We decided to remove it after we realized that people have their defences already designed under conditions we already had. Also, with automatic inactivity kick and very quantized progression it can lead to disaster and chaos.

- Homechunk/spawnpoint moving during siege is allowed, however in our Towny you are allowed to do so only once per 12 hours.

- Forward bases are not allowed.

- One more thing - If you can't hurt someone, double check alliances for your nation - friendly fire is off, you can't hurt allies, but they still can hurt you if the alliance is not mutual

Post last edited at

 No.6474

Anyway I'm happy to see that the end of grace was successful. I was worried that firearms will break siege mechanics, fortunately from what I initially seen that wasn't the case.

The firefight in area between Poland and Germany was absolutely phenomenal, involved multiple nations that fought on multiple flanks. I pity the fools who had no chance to participate in this fantastic event.

However, I can't shake off the feeling that Towny still makes problems for us. Nation bonus is abused for claims and the scale of this abuse is epidemic. Also there's no way to reclaim chunks after the battle when offending town goes offline. We'll need to deal with those two problems and solve them this iteration to make players focus more on the game rather than on ugly inconveniences.


 No.6476

>>6474

One thing is that if a nation abuses nations to overclaim, they cant effectively siege. When they win a chunk, it turns to wilderness rather than owned by them, so the enemy can easily reclaim it. Because of that its not a huge deal


 No.6477

>>6476

>enemy can easily reclaim it

Only if we assume that enemy isn't overclaimed as well


 No.6521

>>6476

The problem, as demostrated by Germany, isnt that the sieging town abuses overclaim. It's that in the heat of battle, the rest of NATO and Norway in particular swapped players from their towns over to Germany as a get-out-of-overclaim free card. This is a problem for two very big reasons because the two person rule is applied to individual towns rather than the nation itself:

Firstly, it makes it very difficult to determine who is from what nation and whether or not a town that has swapped players is eligible for attack.

Secondly, allowing towns to swap players willy-nilly after grace is just going to be another thing for people to abuse to avoid getting punished for abusing memeclaims or to keep themselves from ever being attackable.

Here's the two solutions for the two problems if you want to leave the current two-person rule in place:

Forbid a town from participating in a war/conflict if they do not have at least two players online.

Impose a 24 hour timer on /town leave and /t delete, and have a penalty in place for anyone who uses /t kick to bypass the timer. This will alleviate the problem of memeclaim abuse, as well as force alliances who rely on this abuse to choose between which locations they find are more critical to defend and which ones have no strategic value.


 No.6524

>>6521

This tbh


 No.6526

>>6521

In addition to this, I also propose that the required online players for a siege be AT LEAST 4, since allies who dont meet the siege requirement wont be permitted to help unless they donate players to that town's garrison.

This means that towns who dont have the military to operate effectively can still send a few militiamen to help their allies, if they cant throw their full support behind them.

I propose this because it is difficult for a town to recover between sieges with only one person online, given that they could be sieged again with a second person online to help. I wouldnt put it past any military to wait just outside the territory and place a flag the moment the second person comes online in order to either trap them in a battle they cant hope to win, or gain a cheesy warlog victory. The current rule is just too viable for griefing small towns.


 No.6528

>>6521

>Impose a 24 hour timer on /town leave and /t delete

this


 No.6550

>>6528

Oh, and on /n leave and /n delete too. That's also important for stopping rampant memeclaims too.


 No.6569

>>6526

I agree with you other post fully but this is dumb tbh. I'm not even going full lenght on why it is but take into account some nations don't have or might not have even 4 members total, that's enough already


 No.6576

>>6569

That is true, but if a town doesnt have enough players currently online and a part of that town, then they would not be allowed to participate in the offense or defense of a siege, nor can they be besieged themselves.

It actually makes a lot of sense. If you don't have a large enough military to defend yourself, you wouldnt be sieging other cities, but those who want to fight could volunteer within foreign nations (which is actually being done irl: there are some Americans who are fighting against ISIS alongside the YPG over near Turkey). Those fighters would not contribute to the original town's power, because they are effectively part of the new town's military. There is no benefit to the original town unless the guy returns with whatever payment he was given.




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