Captain Hurricane wrote:
We should be able to start with some research, more units and not just inf, 2 aa 2 ac and a fighter. and why not a minimum outlay of buildings. IC + Infra + barracks in every city.
Captain Hurricane wrote:
The pace of the game has not changed but the inertia has been reduced a lot.I'ts like the historic map or the Arms race event which I just finished and was great fun.
As you later noted, this is done on historical maps and event maps. The simple fact is, without starting small, the game would see newer noobish players wiped out very swiftly by the experienced ones. Having a larger starting army may seem equal, but it's not. In my hands, having a decent-sized army at the start would guarantee that I win most matches. As much as I would like to win, I'd find it boring and quit playing. The occasional event match is different, and the historical matches are different in how they are balanced and they don't let in the lowest-level players.
Besides, what fun would it be to have a bunch of starting factories but not enough stockpiles to build units nor enough resource income to fuel your stockpiles because of larger starting maintenance costs. Thankfully, because it is fun to start with a large army at least sometimes, we have the Arms Race event. And, as you also noted, that match is a good teaching ground for maintenance issues. It's also an excellent training ground for learning how to deal with overpowered core province fortresses!
And the first lesson to learn is to not just send your armies rushing headlong into those fortresses.
~O~
"The enemy keeps catapulting soldiers into our fortress walls, sir!"
"Yes, I know, Lieutenant. As sickening as the growing pile of gore at the base of our walls is, you need not worry about it...aside from the smell. Our enemy is operating under the assumption that heaping bloody corpses at the wall will eventually tear it down like some medieval tactic used by Attila the Hun. What they don't realize is that he used heavy boulders, not soldiers."
"Wow, our enemy is really stupid, then, isn't he?"
"Yes, Lieutenant, they are all morons. Sadly, even if they learned how to use their guns effectively, it'd barely make a dent in our fortress."
"Thank God for home field advantages, sir."
"Yes, that 15% core province bonus really stacks up with our 75% fortress bonus. And if the developers ever come up with a way to represent a digging-in advantage beyond the permanent fortress idea, we could increase our defenses nearly to 100%."
" 'Developers', sir? What are you talking about?"
"Never mind, Lieutenant....never mind."
Spiffolo wrote:
As a suggestion it could help I guess locking the team choice from what alliance you are from if there have been already a member join that match....and the other having a โfriendโ account of low level it have to be done maybe by crossing checking the match he joins and what other player joins too....if they play together in the same match(without being alliance obviously) every time maybe itโs time to check for multiaccount
Actually, I think this is done, automatically. But an investigation by a staff member
might be needed in order to track third-party matches that link other players. Unfortunately, that'd be a bit of a stretch and it would make the staff act more like 'big-brother' than anything else.
It's the slippery slope problem with what you are seeking. Whatever's automated seems to be good enough in more circumstances. And there will always be someone out there coming up with new ways to circumvent the system. You can't account for all instances. So, let it go.
VorlonFCW wrote:
Said AI is quite helpful about racing ahead with armored cars and stealing land that I clear of enemy troops, but still isn't building airbases
Isn't the "Elite AI" so 'cunning'?
I'm CMPLSH....that should be a new acronym...."Crapping My Pants, Laughing So Hard"....as if. If anyone has a better version of this, a little different maybe, just conveys the same 'crappiness', I'm all ears, so to say.
rickmcq wrote:
how about program the game so that any Air Drop does NOT appear in an inactive team member's territory?
VorlonFCW wrote:
Sadly this is a known issue and is on the list of things to fix, but due to the limited number of team type games it is not at the top of the list. My suggestion would be not offer supply drops on this map, but the resources gained from supply drops has been quite useful, so I am on the fence about it.
Hm....a weird problem. So, like with a few other issues, let's just throw out the baby with the bathwater....
that ought to fix it!
~O~
"The supply drops are landing in the wrong field, sir."
"That's OK, Lieutenant. We'll just have the developers cancel all supply drops for the foreseeable future."
"Again, with that 'developers' talk, sir. What are you talking about?!? And, don't we need those supply drops, sir?"

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3