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2012-06-13, 07:32 PM | [Ignore Me] #33 | ||
First Sergeant
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I just want to be able to hate someone and have reasons to actually hate them. Anything that motivates the army to do that the better. I think it brings outfits closer together when they have a common goal. Kind of like in sports where the fans always seem to show up a little louder for that one team they all hate.
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2012-06-13, 07:38 PM | [Ignore Me] #34 | ||
Contributor Major
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I'm a bit ambivalent about this.
But so long as it doesn't end up giving, say, large outfits with a taste for griefing tools to seek out small outfits and respond with overwhelming force to whatever they do... it probably wouldn't be outright objectionable. |
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2012-06-13, 07:39 PM | [Ignore Me] #35 | ||
First Sergeant
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After seeing the planettv stream i realized that you can't see the outfit's name of the enemy in front of you? soo how did you know in PS1 from which outfit he comed from? to grow a rivality?
(i could have miss saw it too just in case) |
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2012-06-13, 08:33 PM | [Ignore Me] #40 | ||
Corporal
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It'd be cool to have outfit vs outfit stats on your outfit's page, but other than that a system to let you see where an outfit is seems pretty poorly thought out. Much rather just have happen chance encounters with your rivals, and not have any special benefit for fighting them.
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2012-06-14, 03:22 PM | [Ignore Me] #44 | ||
Sergeant
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Bluntly, it's not an idea that I feel fits well with the intent of the game, unless you implemented it in a way that was like PS1s Outfit Wars. Those were structured and timed events that didn't necessarily impact the happenings of the rest of the population.
Structured rivalries inside the sandbox (ie, inside the continental battle) take away from the concept of that battle. You want outfits to be engaged in areas that they are NEEDED by the empire, not areas where they can whore up random points by fighting an arbitrary enemy. While outfit leaders and members are obviously free to go fight where they want, I don't think a system that provides a purely artificial incentive that has no bearing on the empire's success is a system beneficial to the game. Outfits should be attacking critical areas that are important to the success of the empire, not areas that are simply occupied by a "rival". Rivalries will be born naturally through the exploits of outfits (and trying to counter them). |
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faction, missions, outfit, rivalry |
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