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 Post subject: Relics
PostPosted: Thu Aug 18, 2011 3:38 pm 
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Why are all the topics locked?

Anyway, I think it would be good if there were 1 or 2 relics that could be hand placed by the admin. Yes, I know this opens them up for criticism, but I think they should have a 'little' lee-way to make things interesting. More importantly, I think it would make it possible for them to allow a smaller alliance to have a shot at holding a relic at least for a little while. Why does every relic have to have 600 plus units? If the admin could stick one next to joe-bob alliance with little to no defense, it might be a nice diversion for the JBs. They might even get a little bargaining power, although this may be a delusion on my part.


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 Post subject: Re: Relics
PostPosted: Thu Aug 18, 2011 3:47 pm 
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I locked it cuz I didn't wanna continue unnecessary arguments. I am okay with anything as long as I get to use anyway I see fit to take relics. Thats all. And I agree with the lesser units thingy. Andrew actually releases relics with a little bit of foresight. The first relics have lesser units and a few crystals, all randomly placed. Even an alliance with 20 odd squads can take it. And then if its more, like 1000 units or so, he adds a few more crystals etc., The game has to be fun. And no ingame mechanic should be controlled by an admin just to make it "interesting". Its interesting only when you get to use ingame mechanics.

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 Post subject: Re: Relics
PostPosted: Thu Aug 18, 2011 8:10 pm 
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You had the option to not take it if you didn't want.

What if Seth put a garrison with 50 crystals in NA but loaded it with tons and tons of units? You're not forced to attack it.

Don't blame the admin for the educated decision you made.

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 Post subject: Re: Relics
PostPosted: Thu Aug 18, 2011 10:45 pm 
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If Seth put a garrison with 50 crystals in NA but loaded it with tons and tons of units, we would nuke it, ion it and try to take the 50 crystals. But if nukes and ions were disabled and only squads worked, then that isnt making the game interesting is my point. We aren't complaining about the amount of units, we are complaining about the lack of an option in game mechanics (That was disabled as a special case). That isnt right. And like I said I am not blaming the admin for the decision WE made, I am blaming him for HIS decision to remove an ingame feature, temporarily.

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 Post subject: Re: Relics
PostPosted: Thu Aug 18, 2011 11:07 pm 
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You could have used a nuke, you decided not to.

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 Post subject: Re: Relics
PostPosted: Thu Aug 18, 2011 11:21 pm 
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We couldnt lol. That was the whole point. By the time the nuke got ready the relic would have been in Australia lol.

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 Post subject: Re: Relics
PostPosted: Thu Aug 18, 2011 11:42 pm 
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The relic was going back where it started, still well within your range.

Also, relics only move at 40% speed.

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 Post subject: Re: Relics
PostPosted: Fri Aug 19, 2011 12:13 am 
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The relic moved to an extreme point in the west. When we launched squads it was 22 eta. If it had come to within nuke range, it was around 18 eta from JD. Now, since relics move randomly, we didn't know it would move BACK. We thought it would continue moving east. Once it turned back we had to hurry, I mean how do we know that it wont move down? Its random. So cant really swap JD's colony for a nuke. Its not a good idea.

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 Post subject: Re: Relics
PostPosted: Fri Aug 19, 2011 5:59 am 
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You all hijacked my topic. :shock:

I only wanted to point out that I thought an admin should have some leeway with a small number of relics and that I think it would be good to use that discretion to make it possible for small alliances to capture relics.

I'll lock the topic, you can start your own if you want to keep talking about what happened 2 weeks ago.


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