MM Episode X: A Time Paradox to No Paradox

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Re: MM Episode X: A Time Paradox to No Paradox

Postby staxjax » Wed Jun 12, 2013 11:48 pm

I'm sure you guys are the experts about how not to leave scents. I'll give you a refresher anyways: Get a pclaim set up on somebodies vclaim, and raid/destroy/pillage all the while leaving no scents.
Of all the things I've lost, I miss my mind the most - Ozzy Osbourne

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Re: MM Episode X: A Time Paradox to No Paradox

Postby jwhitehorn » Wed Jun 12, 2013 11:51 pm

staxjax wrote:I'm sure you guys are the experts about how not to leave scents. I'll give you a refresher anyways: Get a pclaim set up on somebodies vclaim, and raid/destroy/pillage all the while leaving no scents.

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Re: MM Episode X: A Time Paradox to No Paradox

Postby staxjax » Wed Jun 12, 2013 11:52 pm

image r broken ?
Of all the things I've lost, I miss my mind the most - Ozzy Osbourne

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Re: MM Episode X: A Time Paradox to No Paradox

Postby T0ne » Thu Jun 13, 2013 5:08 am

Ikpeip wrote:
T0ne wrote:
Dallane wrote:Further proof that the siege system needs vast improvements for defenders


The truth.

Good afternoon,

You claim the siege system needs vast improvements for defenders, because of the Tribe's consistent and continual success in assaulting defended positions (Terribad Cove, Blame PmP, Land of Confusion, Jamestown, Connorsville, Brest Fortress, Brest Fortress II, Goldrush, Blossom Paradise, Darkest Afrikaa, and Time Paradox - I omit here towns sieged where defenders did not present themselves). This position is one of ignorance, bred by inexperience. You fail to account for the Tribe's superior logistics, tactics, teamwork, and general competence. Consider two facts:

-Since defences were buffed in January, no Tribal Asset has been successfully assaulted.
-Sieges against towns are so logistically and tactically challenging that only one faction across all three servers executes them successfully routinely.

If the odds were stacked against the defenders, sieges would be far more commonplace. The truth is that defenses give excessive disadvantages to a raiding force. I will repeat here an offer I have made elsewhere - assault a Tribal vault, and I will defend with a force 1/3 the strength of what you assault with. Back up your empty words.

Faithfully,

-Paul the Paymaster


Nobody is left to play, the server is for all intents and purposes dead, the stage of the game your faction has reached is not reachable in a reasonable enough time frame in which one could hope to ever "catch up"
or hope for any type of level playing field. While enjoyable for you and yours, your particular perspective is not the one that needs to be factored in when considering if the state of the game is balanced or not.
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Re: MM Episode X: A Time Paradox to No Paradox

Postby Procne » Thu Jun 13, 2013 10:12 am

Uhm, the question is in what way are defences supposed to be balanced. Should they be balanced so that single person should be able to defend against an organized group with very high humours?
I don't think so. And I don't think example of MM serves as any kind of argument here. There is a bunch of them, they have high humours and lots of time. As a faction they should be able to raid anything where defenders cannot match their numbers.
The fact they are the only faction on Plymouth makes this server effectively dead, true. But I don't think it would be fair if mechanics were tweaked so that single person can effectively defend himself from such faction.
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Re: MM Episode X: A Time Paradox to No Paradox

Postby jwhitehorn » Thu Jun 13, 2013 11:28 am

Procne wrote:Uhm, the question is in what way are defences supposed to be balanced. Should they be balanced so that single person should be able to defend against an organized group with very high humours?
I don't think so. And I don't think example of MM serves as any kind of argument here. There is a bunch of them, they have high humours and lots of time. As a faction they should be able to raid anything where defenders cannot match their numbers.
The fact they are the only faction on Plymouth makes this server effectively dead, true. But I don't think it would be fair if mechanics were tweaked so that single person can effectively defend himself from such faction.



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Re: MM Episode X: A Time Paradox to No Paradox

Postby Khaztropix » Thu Jun 13, 2013 3:13 pm

Procne wrote:Uhm, the question is in what way are defences supposed to be balanced. Should they be balanced so that single person should be able to defend against an organized group with very high humours?
I don't think so. And I don't think example of MM serves as any kind of argument here. There is a bunch of them, they have high humours and lots of time. As a faction they should be able to raid anything where defenders cannot match their numbers.


I must say, it is certainly nice to see someone come to a logical conclusion about defences. Glad to see you aren't drinking the Kool-aid like so many other people who think defences are underpowered.

Procne wrote:The fact they are the only faction on Plymouth makes this server effectively dead, true. But I don't think it would be fair if mechanics were tweaked so that single person can effectively defend himself from such faction.


I don't think the server is effectively dead, but it does seem that hiding is the only real strategy left for people who don't want to co-operate with the Tribe. That being said, the map is huge and hiding is an effective strategy... at least until they are found.
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Re: MM Episode X: A Time Paradox to No Paradox

Postby Tylan » Sat Jun 15, 2013 5:43 pm

In Soviet Russia, joke laughs at you.

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Rough translation:

How do you deal with mice in Time Paradox?
Put up a sign saying "collective farm". Then half the mice will starve and the others will run away.
jorb wrote:you fat-fingered, trigger happy nabbly-boos.

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