Amadeusz wrote:
Venciera wrote:
The biggest concern I have with the formation of 'empires' is they become unstoppable 'zerg alliances'. They totally over power any smaller tribe, and force them into alliances which means there will be rare, but huge, devastating wars. However a war declaration system may help to reduce the size of zerg armies.
Still it seems like it might be rather boring if all the action only took place at the boarders of massive alliances. I'm really interested to see lots of tribe on tribe skirmishes. Hopefully a happy medium can be achieved.
This happens in darkfall..
If your independent you cant compete agenst the big alliances who can steam roll though and take half the servers citys... 30 people cant win agenst a 100 strong alliance..
Although I like the idea of being allys with other tribes I dont want the game to become alliance based..
That's because Tasos and Claus are clueless and put portals in. Instant travel allows that type of thing to happen, since clans/alliances can quickly get to the other side of the map. It's not real empire-building.
If the portals were gone, clans/alliances would need to make sure they could populate their holdings and expand from their root outward, instead of just dotting the map.
They also made the mistake of not allowing all holdings of a clan to be vulnerable at the same time. Only one holding can be sieged at a time. This makes it easier for clans/alliances to play thin since they only need to defend one city/hamlet at a time (barring ghost sieges on an ally with a holding).
Big alliances are fine as long as they have to work to keep their holdings. Smaller clans can compete for objectives if the
map is large enough and there is
no instant travel. Population has to be healthy, too.
Also, if an alliance gets too big, they tend to break down. Boredom, disagreements, and/or the rest of the server wanting to stick it to the man are predictable reasons for that. Hyperion is an example of that situation.