I think at the start the major qualm was regarding income.
Since most of the bot colonies were released between tick 1 and tick 50, and no one was in a team yet at that point, the only ones to be able to conquer some bot colonies were those that boosted to get an army in these early ticks. Granted, some might have been able to take some bot colonies that were defenseless without having to boost, but in that case one of the big boosters near you would be able to just conquer you and take them from you.
Combine this with the fact that once tick 50 occurred and people were put in teams relocation was made extremely cheap and easy, and what you get is that 90% of the bot colony income goes to those that boosted heavily at the start. Since the bot colonies only started to delete around tick 950, this was an era-long advantage that really hurt most of us that don’t boost.
Furthermore, there was no way AT ALL to make up for this during any stage of the era. Conquering those that boosted heavily was impractical if not impossible (taking PLO as an example, we’ve killed him a fair amount of times but he just kept relocating away) and taking territory gave no advantage whatsoever as there were no resource OPs. This, to me, made the era a bit of a weak version of Battledawn, since normally gaining territory rewards you with more income and all it did in this case was give you more to defend, force you to have more worker upkeep due to the outposts you need for the larger territory, while not getting anything for it in return.
That to me was the largest problem. We had a lot of good players, but there’s only so much you can do when you’re fighting people with 30+ squads each while you all have 6. A possible solution for this would be to release at least SOME metal mines to make it worth fighting over, and to, as suggested, have teams from tick 1 so that you can use teamwork early on to try and get at least some conquers. Another fix would be to have bot colonies delete more rapidly, have them rebel sometimes randomly, or have them placed spread out more evenly over the era rather than the all at once we had on this era.
It can be argued this did not exactly stop BAR despite the fact we had about 1 booster (go Babykong go) but that, honestly, was because our team had really good coordination/teamwork.
As for the points you mentioned:
I kind of think this should not be seen as such a problem if the other problems (incentives) are fixed or if we could change the mindset people have (for eras like this anyway) regarding battlehugs versus actual fighting. From what I read at the start the point was the last alliance standing, if there hadn’t been an alliance that killed and then simply bombarded another alliance for 700 ticks rather than fighting other teams this would not have been such a problem since that would have allowed the team to jump back in.
This was not a problem I think we ran into, though I personally felt overwhelmed at times this was mostly because I was trying to do too much (and because Trajic left, damn you). I can see how this might be a problem for teams with less people organizing than ours though, we had a good team on that count.
Yes. This made no sense at all.[quote=“Malicewolf, post:1, topic:590”]
Leaders power was more than just figurehead
Also perhaps make it easier to vote for another leader or make it so that you can’t kick as easily, for example the admin needs to kick. Of course this would lead to problems as well, but not the sort of problems that were caused by leaders being able to kick quite literally all their active players because the (non-democratically chosen) leaders disagreed with the vast majority of the team.
Duhh. I have no idea why anyone would even think tick 50 made sense rather than tick 1.
Not a problem I had but yes, I heard this from many indeed.
Again though, for me and I think for our alliance the larger problem was income. Normally you can compete with heavy boosters by having a lot of activity, having a lot of activity meant almost literally nothing income-wise on this era. I understand that the purpose is to make sure you organize your team rather than rely on a few super-actives and all that, but this is practically not always possible and just means boosters have a HUGE advantage (as showcased by our dear LAN friends ;)). That, plus the perverse incentives to focus on your individual rank rather than team rank to me were major problems. That these problems were overshadowed by certain individuals that put their own before their entire team’s/era’s well-being is I believe not really something we can blame the admins/organizers for.