Author Topic: 12 hr side change preventing perk mod effectiveness  (Read 739 times)

Offline MotorOil

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12 hr side change preventing perk mod effectiveness
« Reply #15 on: December 19, 2002, 12:14:35 PM »
How about it costs ya 20 perks  from each bomber/fighter/vehicle to change sides?

Offline SLO

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12 hr side change preventing perk mod effectiveness
« Reply #16 on: December 19, 2002, 12:27:02 PM »
how bout you all suck no matter which side or perk ride ya'z got:p

Offline Pepe

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12 hr side change preventing perk mod effectiveness
« Reply #17 on: December 19, 2002, 12:31:59 PM »
Quote
Originally posted by SLO
how bout you all suck no matter which side or perk ride ya'z got:p


That's perfect too....when talking about  Bishops  :D

Offline SLO

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12 hr side change preventing perk mod effectiveness
« Reply #18 on: December 19, 2002, 12:58:30 PM »
I tried pepe....I really really tried bein a rook

But it was like running my nails on a black board type of screeeeeeeeeeeeeeeeeeeeeeeeee eeeeeech.....

It just hurt to much to fly with so many cherry pickers:eek:

Offline maxtor

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12 hr side change preventing perk mod effectiveness
« Reply #19 on: December 19, 2002, 01:21:06 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?


After reading the instructions, I think people are only looking at one side of the formula:  

"Added a perk balancing system. Both points earned and the cost of perk planes are adjusted based on your countries numbers."

Offline AKcurly

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12 hr side change preventing perk mod effectiveness
« Reply #20 on: December 19, 2002, 01:52:46 PM »
Quote
Originally posted by Oedipus
Here's why it would be a bad idea.

http://216.91.192.19/forums/showthread.php?s=&threadid=73244

 Players would migrate like cattle to the side where they could fly perk planes cheaper. Until that side didn't have the cheapest rides available and then there would be another bovine migration to the side that aquired the cheapest perk commodities available.

Lessening the wait period would only create a large new classification of player:  AH gypsies!

 Oed


Exactly, Oed!   As I see it, that's exactly why HTC implemented the policy: To cause player moves based on availability of cheap rides.  If it accomplishes that, I guess it's working. :)

curly

Offline Flossy

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12 hr side change preventing perk mod effectiveness
« Reply #21 on: December 19, 2002, 02:25:21 PM »
Quote
Originally posted by FDutchmn
It was 24hours in Air Warrior.
I was just thinking the same myself.... make it 24 hours....  :)
Flossy {The Few}
Female Flying For Fun

Offline Lizard3

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12 hr side change preventing perk mod effectiveness
« Reply #22 on: December 19, 2002, 02:35:22 PM »
I think the point is a slightly longer term side switch to balance teams. Not just 3 or 4 hours.

Why dont we strike a deal with festerboil, let him switch sides all he wants as long as he's stripped off all rank and means of communication. Fair?

Offline AtmkRstr

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12 hr side change preventing perk mod effectiveness
« Reply #23 on: December 19, 2002, 02:46:39 PM »
Keep it right where it is or, if anything, make it longer.

We don't want people constantly switching to balance the numbers. We want people to change countries semi-permanently to balance the numbers.

Quote
the dynamic perks are intended to allow the beaten down side to come back without anyone having to change countries.

ra


I completely disagree.

Offline Ripsnort

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12 hr side change preventing perk mod effectiveness
« Reply #24 on: December 19, 2002, 02:51:00 PM »
Quote
Originally posted by Oedipus
Here's why it would be a bad idea.

http://216.91.192.19/forums/showthread.php?s=&threadid=73244

 Players would migrate like cattle to the side where they could fly perk planes cheaper. Until that side didn't have the cheapest rides available and then there would be another bovine migration to the side that aquired the cheapest perk commodities available.

Lessening the wait period would only create a large new classification of player:  AH gypsies!

 Oed


ROTFLOL!!!  Good assessment!

Offline Shiva

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12 hr side change preventing perk mod effectiveness
« Reply #25 on: December 19, 2002, 02:53:14 PM »
Quote
Originally posted by Lizard3
Why dont we strike a deal with festerboil, let him switch sides all he wants as long as he's stripped off all rank and means of communication. Fair?


Maintain separate score and perk totals for each country for each player; if you've got 10,000 fighter perks as a Knight, and jump to Rooks, those 10,000 perks are inaccessible to you until you jump back to Knights. For overall ranking, only the best score for each player gets used, so a player can only appear in the rankings once, even if they fly for all three countries during a campaign.