Author Topic: 12 hr side change preventing perk mod effectiveness  (Read 806 times)

Offline Citabria

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12 hr side change preventing perk mod effectiveness
« on: December 18, 2002, 02:59:09 PM »
how can I keep switching to the side with low numbers if i have to wait 12 hrs?


in the ct we just switch instantly to balance sides to keep the fight fun.


in the ma the sides are fixed and not adjustable since most dont want to be stuck away from their usual favorite county for more than an hour.



so why not reduce the ma side switch time to 1- 2hr?
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Offline ra

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12 hr side change preventing perk mod effectiveness
« Reply #1 on: December 18, 2002, 03:00:59 PM »
the dynamic perks are intended to allow the beaten down side to come back without anyone having to change countries.

Offline Shane

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12 hr side change preventing perk mod effectiveness
« Reply #2 on: December 18, 2002, 03:01:50 PM »
lol, you just wanna perk-farm...

12 hours is perfectly fine in MA.

a lesser amount of time would see number shsifting all over as people chased the perk modifiers.  gamey.
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Offline Pongo

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12 hr side change preventing perk mod effectiveness
« Reply #3 on: December 18, 2002, 03:11:45 PM »
I think Cit raises a valid point. If the low perk costs just make more perk planes available to vulch by the dominant side the effect will acctually be the oposite of what is intended. The bigger countries will rack up huge perk totals killing out numbered perk rides..Because the ENV value of the under dog isnt changed. IE Killing that 110 point me262 in your Hurricance still gets you 8? perk points..
So to be valid the bigger advantage of the new change has to be aimed at getting people to change sides.And if so then the time limit might impact people like citabria that play 16-20 hours per day.Of cource it didnt stop him when he wanted to change sides and get the enemy CV that was causing the bish problems killed or moved out of range of a bish field..but still he has a valid point. Do we intend people to change sides as a result of the incentive to have perk rides available much easier....

Offline Mathman

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12 hr side change preventing perk mod effectiveness
« Reply #4 on: December 18, 2002, 04:29:23 PM »
If you change the amount of time there is only one drawback that I can really see.  That would be the ability to know where certain things are (i.e. raids and cv's).  Other than that, I would think that changing sides quicker to get the perks would actually balance the arena out.  Think about it, if knits are outnumbered by 20, and 10 people switch, they are no longer outnumbered.  Once they get the numbers and some people switch to get cheaper perks, the numbers even out.  I thought that is what the perk point thingamabob was for.  Maybe not.

Offline Wotan

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12 hr side change preventing perk mod effectiveness
« Reply #5 on: December 18, 2002, 04:34:09 PM »
Keep the 12 hours or some folks  would migrate to the lo number country over and over for cheap perks.


The cries and whines of cheating would becoming to much to bare.

It should be a tool to equal numbers over the long term. The closer the sides get to parity the perks will level out.

Offline BD

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12 hr side change preventing perk mod effectiveness
« Reply #6 on: December 18, 2002, 05:01:55 PM »
And don't forget one of the main reasons for the 12 hour rule, namely that as a reset nears, people would flock to the winning side to get the victory perks.

Maybe if the limit were changed from 12 hours to something shorter, like 3 hours?

Offline Furious

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12 hr side change preventing perk mod effectiveness
« Reply #7 on: December 18, 2002, 05:15:59 PM »
Leave the 12 hour requirement for reset perks.

To limit, somewhat,  the amount of switching do the following:

1.   put in place a time limit during which you can not go back to another country.  Ie., if you are a knit and change to rook, you could not be a knit again for 2 or so hours.

2.   A system message.  "System: User has changed sides to Rooks."


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Offline BNM

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12 hr side change preventing perk mod effectiveness
« Reply #8 on: December 18, 2002, 05:21:01 PM »
What Furious said but make it 12 hours, no less.

Offline AKS\/\/ulfe

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12 hr side change preventing perk mod effectiveness
« Reply #9 on: December 18, 2002, 05:26:42 PM »
I think a reduction to how long you have to stay in a country to 3 or 4 hours should be made.

Otherwise the recent perk thingie isn't meeting the full potential of what it can do-  make sides more even.

You might know where things are? Not after 3 or 4 hours, it's changed dramatically.

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Offline Kweassa

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12 hr side change preventing perk mod effectiveness
« Reply #10 on: December 18, 2002, 05:54:13 PM »
How about multiplying switch limits, calculated by the amount one switches sides per a tour?

 For instance, first limit is only two hours.

 But second time you try to change, it becomes four.

 Third time 8, fourth time 16 hours, fifth time 32 hours, sixth time 64 hours.

 I doubt anyone besides the "gypsies" would ever need more than two~three changes per a tour. If someone wants to just try each countries out, the maximum limit they'd face is actually less than current 12 hours. But a frequent side jumper with dweebey intent - more than three, four jumps and it's going to be a helluva lot of time for him to wait.

Offline Samiam

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12 hr side change preventing perk mod effectiveness
« Reply #11 on: December 18, 2002, 06:18:34 PM »
With no time limitation *and* the perk point modifier, "The Sneetches" comes to mind.

(Just trying to stay true to character).

Offline FDutchmn

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12 hr side change preventing perk mod effectiveness
« Reply #12 on: December 18, 2002, 06:35:33 PM »
Quote
Originally posted by BD
And don't forget one of the main reasons for the 12 hour rule, namely that as a reset nears, people would flock to the winning side to get the victory perks.

Maybe if the limit were changed from 12 hours to something shorter, like 3 hours?


Nahhh... So, now the 12 hour limit has taken on a new meaning.  To prevent perk gypsies.  Make it 20hours.  It was 24hours in Air Warrior.

Offline Kev367th

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12 hr side change preventing perk mod effectiveness
« Reply #13 on: December 19, 2002, 11:57:49 AM »
How about allowing only one change per tour then.
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Offline Pepe

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12 hr side change preventing perk mod effectiveness
« Reply #14 on: December 19, 2002, 12:07:28 PM »
Quote
Originally posted by Kev367th
How about allowing only one change per tour then.


Perfect!