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Yay I'm batting 1000% tonight
Except for being EXTORTED you know who you are.
Except for being EXTORTED you know who you are.
I think there's always people erring on the side of caution and with greater risk, I think there'll be a lot more of that to the point of inaction. It definitely prevents or otherwise inhibits spam invasions and so on, which I think is the upside of it all. Though I acknowledge I'm purely on a vibe assessment where I feel as if it takes out the teeth of invasions. It isn't entirely balanced and I think that's okay, and it's okay for people to disagree with that.1.) If equal consequences gives a faction reason to pause perhaps their narrative or faction identity isn't ready yet? I wouldn't say a skill issue, that's not fair, but perhaps the idea just needs more time to cook?
This would be the biggest positive of it for me, as I do know that there's been issues with repeat invasions that wear out the playerbase. Even on both sides, at times. Though solving that is another question altogether that I'm not sure anyone really has much of an answer to.The idea is to make invasions less of one faction pounding on another and giving BOTH factions a fighting chance with real, tangible benefits.
Valid. It does add more weight to things, which can make things more impactful as well. I think my only concern is it just removing invasions from being much of a thing, thinking people will be too cautious moving forwards. But, that's more of a watch this space, wait and see type of thing. Interested to see what happens.I suppose where we differ the most is that I don't think reciprocal consequences take the teeth out of Invasions. I think they give them sharper ones. There's a lot more weight behind declaring war when you're putting something of your own on the line, too.
What if we added other rules to try to prevent inaction? Like major factions have to launch one invasion every three months? That might be a bad idea. I’m just thinking out loud here.
Well... That's why we're here. That's why we're putting out feelers on this particular issue because it's no doubt to be a hot button. I don't think it's wise to mandate when invasions need to happen unless it's something opted into like a mandate. Unfortunately, those are not popular and do not end well. I think when invasions happen should be dictated by STORY not by Staff or people not involved in the factions at all.What if we added other rules to try to prevent inaction? Like major factions have to launch one invasion every three months? That might be a bad idea. I’m just thinking out loud here.
It might also be nice to have a discussion where people can just talk about what they want to see out of the map game. Then staff could better understand what the community vibe is?
It’s certainly interesting. Though, as voiced by some and highlighted by Srina, this might cause a different type of OOC agitation. ‘Great, we invaded, the judges found against us and we just lost one of our hexes that wasn’t even involved! I quit the invasion game.’ Maybe people prefer a more docile map game.
On the other hand, is it for the attacking faction to offer up collateral? The adjoining hex etc. I guess us coming to understand what the outcome of the measure, and its intended fix, might be will lead us to find other solutions or, perhaps, more nuance in the proposal.
I've been back for like two weeks and to my dismay haven't gotten to experience any new invasions, but from the perspective of a person who used to invade other factions a lot I want to point out something that hasn't been hugely mentioned.
Generally speaking, at least from my memory, something like 80% of invasions end up with a counter reciprocal invasion being launched anyway. I can think of very few times where it didn't happen even if the defender lost. This kind of just seems like a time saver for everyone?
My own suggestion would be if this rule goes through to just rename Invasions to something like "Battles' and reframe the device around it to encourage factions to come up with a narrative where both sides could lose something in the fight. So an 'invasion' could just then become featured in whatever hexes that could potentially be lost. This expands the story potential of the 'Invasion'.
EX: TSC invades The Republic. TSC is doing the traditional star destroyers burn down Naboo. There's 2 objectives on Naboo of the usual burning and killing, yada yada. The Republic at the same time decides if they win they would take the hex with...Corellia or whatever, and their one objective is running around on the planet causing riots and stoking rebellion through nice speeches.
Imo this rule is fundamentally changing what an 'invasion' is, and I think it's worth reframing things around the change.
Just to clear this point up, I wasn't suggesting that it be required every planet in a hex be featured during the invasion. Simply opening up the possibility that some be. The reciprocity within the single thread of an 'invasion' explains why an attacker might lose hexes, as this rule makes possible, and gives the ability for greater narrative options.'m not against rephrasing some things but logistically speaking an invasion taking place in SIX different locations is not tenable for most factions on the best and most active of days.
Just to clear this point up, I wasn't suggesting that it be required every planet in a hex be featured during the invasion. Simply opening up the possibility that some be. The reciprocity within the single thread of an 'invasion' explains why an attacker might lose hexes, as this rule makes possible, and gives the ability for greater narrative options.
Totally get that, but from my point of view by not at least opening the option for people to do this, it would constrict that narrative control more?Ah I see - That makes more sense and it's definitely something to think about. My concerns still lay with the fact that mandating that to be the case might wrestle narrative control from the factions involved too much and complicate the exchange and/or spread the writer bases too thin.
I'll always stand behind narrative freedom (unless someone is being an absolute bonehead lol) and don't want to run afoul of that unless absolutely necessary.
Totally get that, but from my point of view by not at least opening the option for people to do this, it would constrict that narrative control more?
If this rule is implemented without a mechanism to explain IC what happened for the Invading faction to lose those hexes then it essentially will become a tacked on asterisk to the end of the invasion thread. That asterisk would most likely be written by the winning faction without much control by the losers. At least with this option opening the door to reciprocity within the thread it would allow for an IC explanation influenced by both factions and have the chance to create an interesting and different narrative that effects both factions.
Granted, I don't really know the faction environment well, nor the current atmosphere around invasions. This is just my two cents and in general I support the idea behind the proposal.
I do like the idea of giving the defender the option of doing nothing if they so choose.
I will hold the world ransom for one MILLION Ucks...
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What do you mean that's not a lot of ucks these days? Uckflation? How about a hundred million?
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WHAT? Too LITTLE?
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Okay, ONE BILLION UCK'OS.
Srina Talon