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Old 2012-04-12, 10:51 PM   [Ignore Me] #1
likwidneo
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Re: Tug-o-War Territory Capture Model


No, the mission system is there so that those casual players that they ARE catering to can jump in and still serve a tactical purpose by being given an incentive by the more hardcore players who are more concerned with the meta-game. I.E. if this were PS1 the mission system would be what allows the CR5's to "control the zerg" and keep the zerg going where they should be going. You see it all the time in PS1, CR5's(I'm not one of them)who have a solid tactical plan and they want the empire to zig instead of zag, but the zerg will go mindlessly in the wrong direction. The mission system will fix that, but that doesn't mean that casual players care about the deeper meta-game. Casual players just want quick kills and cheap thrills without having to think so hard about how their empire can best use their resources and players to gain the advantage.
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Old 2012-04-11, 08:10 PM   [Ignore Me] #2
Blackwolf
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Re: Tug-o-War Territory Capture Model


Originally Posted by WildVS View Post
I skimmed it so forgive me if this was covered but along with Complexity/Cost you included developer cost in coding. What I also see is an added real time computational burden on the server which is already being asked to track 2000 players. I have no idea their hardware architecture but I have heard Higby speak of tuning the mission system as to not overload any one particular area. This would seem to indicate they are concerned with server or client load as it is.
I think this isn't such a big issue. The system is only marginally more complicated then the one the DEVs are already planning to put in, and would replace it rather then adding something new to it.

Of course, I'm not a computer programmer.
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