Topic: Teams can work

As the current round in MW is coming to an end me and Dimpel would like to share our team strategy.  After a bit of deliberation we decided to play teams,  some members in the family were a bit apprehensive at first.  I wanted to play teams because i had drafted into a fam and brought a banker with me, so it was a selfish choice at first.  Dimpel joined me and he brought his banker and soon we had a almost full family of teams of 2 or 3.  Now let me explain we did not have a family of well known IC "vets" 

The fam strat did not exsist, we just micro managed our own teams, we did not advise either team, just chatted on ic about the weather and how much dimpel fails at everything he does (with the exception of finding and marrying a wonderful girl, congrats wink) As new players joined the family we didnt yell at them orders, we simply let a team pick them up, if they could support or needed them.  We gained steadily but were not top in infra, however we had no pressure.

Me and dimpel did try and keep tabs on defences, and with our ally we set a good core for ourselves which we held the entire round.  Infact, i think towards the end it would be near impossible to break.  Within the core we set about 10 fronts with other families and each in turn tested their strength. 

We pushed to 2nd in nw, building, exploring, overbuilding.  Still in teams, we coordinated attacking, and became active in irc.
Now as we had no family bank you'd think we would fall behind, but infact it worked fine,  no one had the stress of staying awake, there were 0 arguments or interconflicts all round, no intentional deletions.  We didnt need the fam bank because we knew our teams, we knew when we'd be on and we could if necessary set up our own loan company within the fam.  If im awake at 4am when our down under guys were on, they'd lend me 5m to build and my banker paid them back in the morning.  No team fell behind during our growth stage.

Jumps - we published in forum jumps and from this stage we set up a slight fam bank, but as it was purely for savings, again there was no pressure holding it.  We calculated each jump and when we had enough we did it.  Our attackers didnt drag the bankers down, we used our fleets wisely.  jumping fleet ofc as teams isnt as effective as fam bank, but if it was needed 2 teams would come together. 

As a family we initiated a warfund, 5 ticks on the market daily income, we didnt overstress it, all bankers followed and continued aiding their team members.  As like in many of the good families i've been apart of, i didnt feel like we had any weaknesses, as all players were responsive, and all players kept up to date with each others doing. 

Wars - we had a lot of wars, and when we felt we needed to we went into full save, and naturally resources/cash filtered through to attackers since building was put on hold.  we were strict not to use the warfund and luckily when 93 did cancel on us we were prepared. 

I'm not going to say it is the best family, but in ic nowadays the pace is slower, and the competition is less fierce.  But what i will say this system is stress free, "simple ic"  no bullshit, just playing the game mindfully, and strategically.  None of this "whos bank?"  "dickhead logged off with the bank"  "aah, shit, i have the bank and want to go to bed, but no one is here"  no one had to wait 5 years to build.  its progressive, self motivating, and with the right guidance and understanding, it is without a doubt perfect. 

It goes to show a fam bank isnt necessary, and the hype over this unbeatable system is nothing but dribble.  For me the greatest achievement is to see players actually playing ic again, and not being played on strings.  Because if you want to be a good player, a motivator, a leader then you have to cut away all the crap and simply play a smart game,  do not play someone elses.

"It's very quiet on the political arena. I wish someone would stir up some trouble!"

Re: Teams can work

* As a sidenote to this post i'd like to thank dimpel for his contribution.  The guy may seem like a human disaster but he knows his stuff.  You have a smart brain for this game and its been a pleasure spending these rounds with you.

"It's very quiet on the political arena. I wish someone would stir up some trouble!"

Re: Teams can work

What you guys needs to remember is that everything works....  SS also works, its just a few more tradeoff steps down the Work/Payoff diagonal..

Teams are less efficient, but easier to pull off, weve always known this.

With the reduced activity thats come, and the reduced competition, IC is possible to play for team based families (it probably always was)

LORD HELP OREGON

Re: Teams can work

i dont think it was less efficient at all

"It's very quiet on the political arena. I wish someone would stir up some trouble!"

Re: Teams can work

Less efficient than what is the questions\

Less efficient than a working full fam team YES

Less efficient than a non-working poorly managed or inactive full fam team NO

Full freedom of allocation will always theoretically be the most efficient. The bigger teams the less waste...

LORD HELP OREGON

Re: Teams can work

Im guessing Orbits fam had the 3 components - nice core/defense/attack therefore the fam could grow better then most other fams using fam bank who didn't have such good core/defense/attack. The infra and then NW rankings and then fleets will take care of themselves if you have those 3 elements. In addition, the round generally is less stressful and alot more fun/relaxd as well.

But I would guess from what i have read, that it isn't the teams that soo much worked, but having those 3 components. I think a family of SS players with those 3 components would of down very well and enjoyed there round also.

Therefore I conclude that to have a good family, good core/defense/attack is the key.

But mayb im completely wrong and I did like your post Orbit.

'Never take life seriously. Nobody gets out alive anyway'

[no porn allowed]

Graduated from Virgo with flying colors!

Re: Teams can work

a map position can be compromised however good/bad it is.  a core is only as strong as you make it, all players have weaknesses and attackers are few and far between. 

take away the fact my family did well,  what im saying is you dont need a family bank to make a strong family.  and i believe that system is now ruining IC, i hope more families adopt teams next round and try it out.

"It's very quiet on the political arena. I wish someone would stir up some trouble!"

Re: Teams can work

I've come back to WoW after a long break ~1-2 rounds ago, so the whole concept of a family bank was new to me. Back in the days I played everyone was either using teams or going SS. After trying out the family bank, I can say I absolutely hate it.

I can see it working in a full active family, but as has been pointed out. How many of those super-active-families are still out there ? All I've seen are massive failures with banks logging off, with noobs using all the resources and not logging for days afterwards. No personal freedom at all, leader makes a building plan, you get the cash and build what he tells you to build. How much fun !!

I participate in it, because it's the current hype (you're noob if you dont use it and all those ridiculous statements). I commend your family for using teams again, and I definately hope more families will be going back to it in future rounds.

9 (edited by [Inactive] Sir C00kie 01-Sep-2010 09:16:28)

Re: Teams can work

cool

Siri! How long till Cookies ready? mad

10

Re: Teams can work

i mostly use it both. teams plus fam bank. just when the time come's tongue this round we had it both fam bank and teams. just depends on how active you are tongue  if all are active fam bank works great when not so active teams work better.

but you just need to give players the feeling you trust them and they become more active anyway because they get more fun in the game..

so its not about fam bank or not its about how you let your fam feel if they are happy they log in more often and you get a fun relaxed fam and that will result in better game play tongue does not care if you use fam bank or not.. if you just let them build when they want and just trust them and give them the trust than everyone likes this game..

------------------>I'm Portgas D Ace!!!<-------------------
Do that standing on your head and I'll be impressed!!
             Well, my kilt will fly up, but I'll try.
                   WOW he = Portgas D Ace

Re: Teams can work

Portgas=God

12

Re: Teams can work

only half god

------------------>I'm Portgas D Ace!!!<-------------------
Do that standing on your head and I'll be impressed!!
             Well, my kilt will fly up, but I'll try.
                   WOW he = Portgas D Ace

Re: Teams can work

orbits fam won the round so teams realy does work

2009-11-11               Networth rank 9 - Champions Capri
2010-03-24               Networth rank 3 - Champions MW
2010-10-26               Networth rank 4 - fail king
2010-09-17               Size rank 5 - Champins SD
2011-04-06               Size rank 2 - champions MW

Re: Teams can work

Teams are a very easy way to run a fam less tention then when using fam bank.
DO its not inuff sometimes there is tasks that demands a greater PUNSH then a team can perform at some form of speed.

Therefore a COMBINED team/bank is the best strat.
Once getting a good start of a round create 2/3/4 man teams wich use 50% of the income.
Send the remaining income to leader.
Who use it to handle problems in the fam.
A banker that got tons of planets very fast beeing unable to get them built fast or a broken attackerfleet.
Or a banker that need to boost deffences fast as a raid seam to be about to happen against him.
By doing it like this you get the best parts of both strats.

Futher in prep for wars STOP teams and stock up for 24 or 48 hours as teams aint as good as bank during wars unless your fam got the foes under control with fleets and opforces.

Re: Teams can work

"shows that a >>>>smart<<<< fam using teams when they don't/can't get a coordinated fam bank doesn't = a bad fam"

dohohohoho

<parrot> there is also the odd  possibility that tryme is an idiot
<KT> possibility?
<genesis> tryme is a bit of an idiot
<Torqez> bit?

Re: Teams can work

Team-based play has always worked but everything is about activity. What is inefficient is having large amounts of resources go unused for long periods of time.
Resources in IC are building space, plus gc, iron, end, oct.
An active banker plus 2 active attackers is IMO the ultimate expo-phase setup. As expo-phase ends, families need to then adapt. Some players must shrink in size and priority given to 1-2 bankers to grow. Large sums of money need to be reserved for the big attacker, whilst smaller amounts need to be constantly cycled into the smaller attackers to gain planets.

If everyone is extremely active then even bad tactics can be successful. However a leader who can coordinate and can assess the right time to declare wars, when to stockpile, etc can turn a less active fam into a formidable machine. A leader who can do all that with an active bunch of players will be able to bask in the glory.

Re: Teams can work

> Evil ICE wrote:

> Im guessing Orbits fam had the 3 components - nice core/defense/attack therefore the fam could grow better then most other fams using fam bank who didn't have such good core/defense/attack. The infra and then NW rankings and then fleets will take care of themselves if you have those 3 elements. In addition, the round generally is less stressful and alot more fun/relaxd as well.

But I would guess from what i have read, that it isn't the teams that soo much worked, but having those 3 components. I think a family of SS players with those 3 components would of down very well and enjoyed there round also.

Therefore I conclude that to have a good family, good core/defense/attack is the key.

But mayb im completely wrong and I did like your post Orbit.





actually, it has been mentioned many times in the past, and I'll point it out here. All you really need is 5 key components to win a round (or top 3)

1. Activity - Without activity, you are nothing.
2. Organization - Without it, you will be lost.
3. Teamwork - This goes hand it hand with the above items; without it, you will fall.
4. Diplomacy - Know who to fight, when to fight and when to backoff or it will be the death of you. (or be smart about what battles you pick)
5. Communication - He who does not ask, does not receive. He who does not talk, does not know. He who speaks will gain his answer and it will grow with interest tenfold.

the 5 key components to a successful round. Although the first 3 are the most important, the last 2 are just as important, if only less slightly.

Insane Lemming of Drama Queens and Other Hyperbolical People

1431 ftw

Re: Teams can work

So many quasitheoretical oseudoexplanations here that it makes me sick, yet it encourages me because it tells me that i will for all foreseeable future be able to maintain my record of always outperforming theese goons in eco

LORD HELP OREGON

Re: Teams can work

its easy to achieve a high eco when you dont build lasers or op defenses on your bankers.

<parrot> there is also the odd  possibility that tryme is an idiot
<KT> possibility?
<genesis> tryme is a bit of an idiot
<Torqez> bit?

20

Re: Teams can work

> Listos wrote:

> > Evil ICE wrote:

> Im guessing Orbits fam had the 3 components - nice core/defense/attack therefore the fam could grow better then most other fams using fam bank who didn't have such good core/defense/attack. The infra and then NW rankings and then fleets will take care of themselves if you have those 3 elements. In addition, the round generally is less stressful and alot more fun/relaxd as well.

But I would guess from what i have read, that it isn't the teams that soo much worked, but having those 3 components. I think a family of SS players with those 3 components would of down very well and enjoyed there round also.

Therefore I conclude that to have a good family, good core/defense/attack is the key.

But mayb im completely wrong and I did like your post Orbit.





actually, it has been mentioned many times in the past, and I'll point it out here. All you really need is 5 key components to win a round (or top 3)

1. Activity - Without activity, you are nothing.
2. Organization - Without it, you will be lost.
3. Teamwork - This goes hand it hand with the above items; without it, you will fall.
4. Diplomacy - Know who to fight, when to fight and when to backoff or it will be the death of you. (or be smart about what battles you pick)
5. Communication - He who does not ask, does not receive. He who does not talk, does not know. He who speaks will gain his answer and it will grow with interest tenfold.

the 5 key components to a successful round. Although the first 3 are the most important, the last 2 are just as important, if only less slightly.

============================

6. Ballsucking - He who has a friend in the mod team will be able to block enemy accounts without a fight big_smile