Greetings, Achaea.
Before you read the following argument, I want everyone to know that I'm not targeting any players for their opinions or actions on the current AR-system that has been emplaced. I simply think that the army powers have been laid out ineffectively, and the promotions system which is awesome and rewarding for longtime service has been cheapened by this inefficiency and perhaps the lack of some of the cool stuff that could exist for soldiers!
I'm in the mindset that if you can be killed on sight for sanctions, then you should have the ability to disarm, regardless of who is online at the time. I think that at AR1, any person who has signed onto the military ought to be immediately able to disarm enemy tanks in the city. I don't understand any arguments other than perhaps "Learning how to disarm tanks via interacting with them". My proposed fix is that there is an introduction of an RP trainer. Perhaps you have to do a 'cutting the wires' quest with a city denizen (spark keepers?) to learn how to disarm tanks. Ultimately, I think powers should be separated from the current rank sets, so that the MoW be able to assign specific powers to specific ranks as he or she chooses, to give them some more flexibility over the army.
Now, pretending that I'd magically get everything I want in a forums post, I think it'd be nice to have some sort of city-unique item for army members that changes based on army rank of that member-some sort of free item that is nondecay, resettable for army members. If you do challenges or hit certain benchmarks, it changes and can be customized? Perhaps a ceremonial sword, like the dawnblade. Perhaps something as simple as an 'soldier card' where one can see his or her 'soldier stats and experience', listing achievements, times detonated in a city, etc. It'd be nice to know 'how close' one is to the next AR rank as well.
Let me know if you disagree or have other cool army ideas! There's very little salt here, I just felt like it'd make a bit more sense to have some changes with the new mechanics of retal raids and the ability to slay soldiers in sanction. Then I got excited about talking about ideas and threw in something I think would be cool to add. Thanks for reading!
The Divine voice of Twilight echoes in your head, "See that it is. I espy a tithe of potential in your mortal soul, Astarod Blackstone. Let us hope that it flourishes and does not falter as so many do."
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
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I think these sorts of items are better being House specific, really. Either way, many of these sorts of house-specific or city-specific items are player additions. Active, reputable players with good ideas have reached out to their patrons will well thought out ideas and preparations. If I recall, Targossas has a marque system, where you earn tokens for active participation and can spend those tokens on city-specific items. I also recall Atalkez being the one who organized this. I'm not sure if it's still in use, though.Astarod said:
How about a line on one of the SCOREs? It makes perfect sense for that to be a stat that's tracked similar to kills/deaths.
As for army experience, it is indeed really slow, but I think that's necessary. The higher your rank, the faster you charge the tank when you die. Because of this, people who can disarm tanks are inherently worth more to charge the tank. I think this is good balance; if everyone could disarm a tank, there's not strategy in targets - if you miss even one person, raid's dunzo.
I'm not saying army experience needs to be changed. Promotions exist, that can be used to fill a gap that needs filling. Anyways, I think that if you miss a target, that is on you, not on the people who are defending. You can't initialize a disarm while an enemy is in the same room, and if you don't check who is present in the room when you try to re-trench, the raid's probably dunzo anyways.
Yeah, Targossas has some stuff that's pretty cool, but I just think it'd be nice to have some sort of tangible reward for army members who may or may not be in the combat house for their city. I mean, once you're AR5, sure- you can disarm, put, detonate, etc. Been there, done that. However, there's so much more to combat than simply disarming and detonating. There's all these cool, intricate features that make raids so fun for some of the playerbase. I think an item for soldiers to flush that out wouldn't hurt the situation at all.
Yeah, that works. We can agree here!
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
I haven't been able to detonate a level 2 tank in over six-months cause of the above mentioned tactic. I think if someone is going to raid/defend, they should be forced to join the army instead of doing the "you can't touch me unless I touch you cause I'm not in the army" BS after a sanction, even though they are raiders.
That's right, this is the reason we set most powers fairly high.
As for promotion, generally if you're leveling via auto promotion you should've been promoted already.
eta: To be more constructive, I was addressing the OP’s mention of killing. I’ll soulspear whomever the fuck I want. If they have an issue with it, they’ll take care of it just fine without you.
I don't think it is something any city has actively enforced or really encouraged (there is one city that it happened a suspicious number of times).
It was more of an individual person thing.
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
I try to participate in any defense that I can attend, trying to learn enough to be conscripted, though I think I'm still a far cry from being up to snuff.
I've never minded getting the crap kicked out of me while defending. I hope not being in the army hasn't discouraged anyone from taking a shot.
Also it really depends on the type of raid too, whether or not non-army members join in. If you're having a small skirmish with people odds are only those interested in, or regularly fight will join in. Larger, usually roleplay motivated raids draw greater participation and people who wouldn't regularly defend enough to consider joining the army will lend a hand. It can be frustrating, needing to survive 2-3 rushes to blow a tank, but it is what it is and its hard to balance around.
Personally, I kinda wish you didn't lose any of your army xp when you quit, or at least don't lose it all. And also that disarming tanks and defending gave more army xp.
We’ve already hashed out the soulspear thing in another thread. For whatever reason, Dupre is ignoring everything that occurred in that thread in order to make a jab at someone as usual.
what an example you set for america's youth!