![]() ![]() Said ghost or dead guild conquers one or two sectors, powerful guild reconquers sectors, ghost waits a day or two and conquers a sector or two, powerful guild reconquers sectors. It is a simple tactic that can devastate any strong guild in the game. On my two worlds i've seen the same tactics used over and over. This is not to keep new active guilds from participating, this is solely to keep one-man ghost and dead guilds from participating. Removing smaller guilds won't stop that from being the reality, it'll only destroy any chance of rapid growth in smaller guilds given GvG are where the major points are for lvl'ing a guild. ![]() In the end no matter what the game or situation is the top players in any field will always be playing an entirely different game from the rest of the community. You don't have to keep the border hexes if it's too expensive to do so, just remain inland like the top guilds already do on some maps. Short of being a one man army with 600+ troops of that era able to be produced from unit buildings I don't see a small guild being a giant problem to any seriously competing guild with a high ranking. There's only so much a small guild could possibly attack anyway due to troop drain and resources necessary. If a guild can't afford to maintain hexes they're attacking then they're already not a threat to the top guilds. There's really no point to this other then to create a elite that can't be touched by certain player bases and preventing newer guilds from being able to build up their lvl's. ![]()
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