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Unread 4 Aug 2014, 05:10   #1
Shaed
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Changes to alliances

I feel more and smaller alliances would bring joy and drama to our universe, and I have thought of how to make them competitive and appealing. Instead of simply reducing max allowed member count I present you: Carrots. These are here to outweigh the advantages of a bigger member base. The reasons for still going 60man are fairly obvious so I will not list them. Carrots however:

1) Give tags below 50 members a score multiplier to equal a full tag, e.g. contributed score*15/(15/50) for a 15 man ally.
2) Split into tiers. Smaller tags always get the bonus of bigger ones, so 6-10 gets all of them and 11-15 all but a) etc

Suggested perks include, but is not limited to:
a) Tag size 6-10 gets 10% increased mining. Incomming scans done while in a 6-10-locked tag can not be blocked. Alliance defence has tt-2. Stacks with ingal defence bonus (eta3 ingal alliance def).
b) 6-15 tag: Recruits contribute minimum 75% as counted score regardless of their alliance history. HC can merge with another alliance of same or lower tier.
c) 6-20: Fleet page has a new tickable box: Team battle on. When ticked during launch, _any_ fleet of allied origin (nap or alliance) on same mission to same place and time being recalled, will also recall your fleet, though with a 1 tick delay. Only the person issuing the recall order will get a warning that others are also being pulled out in the process.
d) 6-30: all members get +10% salvage. Anarchy time halved both from revolution and covop
e) 6-50: The smallest planet in the alliance will not count towards score or score multiplier. (e.g. 22 man alliance gets (contributed score-lowbiescore)*21/(21/50).

As a consequence of b), only tags at or below 15 members can ever merge. Each alliance must lock to their tier of choice to receive any bonus whatsoever, thus limiting their max member count. This means your 20 man tag can not kick 5 members and merge with another when locked to tier C or higher.
You can however disband alliance and after 48h start fresh (with 75% of score due to b)) in a 15-or-less tag, and then merge with another 15-or-less-tag.

New rules: Members of your alliance and their ingame allies can not exceed 10% of the universe. Attempts to nap or recruit beyond this limit will result in error.
Members can not be added or removed last week. Reset planet is disabled same time. Deleting planet at this stage of the round will move you to c200, and you will still be part of, and locked to, your alliance.
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Unread 16 Aug 2014, 05:11   #2
ManiacMagic
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Re: Changes to alliances

you could maybe do this on an ally wide system ... ie ally xp is greater and leveled out for smaller allies allowing a 15 man ally to win the game.

but you cant give smaller allies individual planet boost cause that would be unfair in planet and gal raaces.
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Unread 16 Aug 2014, 16:19   #3
SantaCruz
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Re: Changes to alliances

Few rounds of cluster alliances. With the exile system now. This should work nicely.

Give the community a chance to reset it's opinions of each other. By forcing them to play together randomly.
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Unread 16 Aug 2014, 22:03   #4
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Re: Changes to alliances

HEROES would win in such a scenario.
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Unread 17 Aug 2014, 00:02   #5
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Re: Changes to alliances

Quote:
Originally Posted by Androme2 View Post
HEROES would win in such a scenario.
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Unread 24 Aug 2014, 22:39   #6
Appocomaster
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Re: Changes to alliances

I honestly don't think cluster-only alliances is a good idea; planets like playing in their alliance and some are alliance-or-nothing.

I guess if we have cluster alliances, there would be a desire to have alliance tools similar to normal alliance tools?
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