Dec 2nd 2023, 19:09:46
I will say, it's hard for me to digest posts scattered across the forums & discord, so that's another reason I'm making this thread. That said, Clan GDI...
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So, firstly: I think the pre-ClanGDI "forever status quo" was broken, especially from a player retention pov. You get in a war in week 2, and then spend the next month and a half restarting and being killed. I have been there, it is never fun. And secondly, the FS is just so *unbelievably* OP, that unless there's a major discrepancy, you're likely to prevail.
Secondly, the "griefing" aspect: Apparently this has been slightly reduced already, but I do recall a time where one person with a grudge can really just wreck dozens of players resets. That asymmetry is just a fundamental flaw/result of the gameplay and the fact that the game has resets.
My thought with ClanGDI was to address both of these:
1) Make it so there was a formalized process to war that dulls the FS, and that has a method to actually END the war at some point
2) Make it so a clan requires a minimum number of players in order to engage in attacking a Clan, if they didn't want that sort of engagement
The one caveat that ended up in there was that there is a way to avoid being FS'd at all by surrendering in there.
Now, I'm ALSO aware that it hasn't been as debugged as it could be -- and that is partially due to lack of time, partially due to the IRC server being broken (where the game error logs go to).
So the way I see it, I have 4 main options currently for Clan GDI:
1) Bugfix as is.
2) Disable ClanGDI until it can be bug-fixed and tweak on alphaffa, and the IRC server fixed.
3) Change the Surrender-Before-FS option, so that there's a minimum of X time (24h, 48h, 72h?) that the war will actually exist before surrender is available as an option.
4) Some other change-in-place based on your feedback.
Thus, with all of the above in mind, what are the popular thoughts? Personally I lean towards 1 or 3, but I'm open to input.