L Admin
Link For The Lazy: https://starwarsrp.net/ams/faction-war.2911/?article_page=12
Invasions now spread influence up to a maximum of two hexes, down from three.
Invasions now spread influence up to a maximum of two hexes, down from three.
Reasoning: Invasions have been asking for a debuff ever since we saw their massive upgrades with the "stunlock" mechanic and their buff to 3 hexes for gains. While the argument for the buffs was to "make their impact hit harder", "provide greater consequences" - which I agreed with (and still do, mostly) - the response from the community to this was mostly negative in side-effects provided. The map game has long been one of the biggest draws of SWRP: Chaos, but it's not the only draw - and when hexes and influence begin clamoring for more attention, it dwarfs the "roleplay/immersion/story-driven" experience of the forum. My argument against the narrative crowd has always been, if narrative/story is what matters most, the number of hexes gained does'nt matter. I was asked, on more than one occasion, about cloud-choking a Major Faction with two invasions surrounding the opposing faction's Capital.
This was not intended, and this is not how I wanted Major Faction Owners to think. It's mostly just map mechanics driving this mindset, not fun writing or ideas. I hate min/maxing. When we upgraded Invasions, I wanted the excitement to be there - not what we saw instead. The extremely experimental Annihilation ruleset immediately and hilariously delivered on this, despite strong bouts of doubt, whereas Invasions left me with a bad taste in my mouth almost every step of the way.
Are you writing more to win hexes or are you writing more because you enjoy the story? I think some of us stopped asking ourselves that question when Staff Lord Of War'd ya'll last winters new weapons.