Re: Oversized family MW round

6 sectors, 6 families.

All players inserted into the fams, 5 draft spots per fam.

Naps are ok, no hostile ops first 4 days, no market first 2 days, attacks allowed from start

With 20+ players in a family team work really comes into play, it will be easier to teach newbies, and farming goes "poof".

No hostile ops prevents troll accounts, no market makes family cooperation essential and attacks allowed to prevent core intrusions from start to portal safely...


This will make chatrooms for fams busy, and bring back a lot that was lost.


It will also prevent perm naps from being handed out like candy, inspire big wars, and savage border skirmishes.

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Re: Oversized family MW round

6 fams 6 sectors?  are you kidding me!?  you'd have no conflict whatsoever...  6 fams 2 sectors no NAPs might do the trick.

Re: Oversized family MW round

6 fams, 1 sector.  Galaxy wrap-around in effect.

Re: Oversized family MW round

FYI, sector count has no direct correlation with size in terms of a galaxy.

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

Re: Oversized family MW round

that works too.:)  and Flint, if you really wanted a big war you would've warred 44 or 57 (more likely the latter) by now.

Re: Oversized family MW round

and oh, then make the map much smaller with 6 big fams no NAPs.

Re: Oversized family MW round

5-6 player families, 50 families total.
1 draft.
3 weeks into the round, top family must ally the bottom family. #1 allies #50...#2 allies #49...#3 allies #48 etc etc.
Attacking allies not permitted. Ally aid permitted (new game function?!)
Close PW for this round so everyone can play in MW.
No NAPs.
4 sectors, but halfway through the round, new systems appear randomly.
6000 planets available at start of round, 2000 new ones open up halfway through.

"The market is like a.....game within a game Teddy"

Re: Oversized family MW round

wow, that sounds even better.:D

Re: Oversized family MW round

i could quite easily see fams deleting everything infra/fleet wise and such to try to stay bottom with that setup spam tongue its a nice idea though if you could stop the obvious from happening

Re: Oversized family MW round

You reduce prices of buildings by 2, which make return on investissement faster, that makes shorter rounds possible.
you make 20 fams, after 4 weeks the 10 top fams start a new round in another galaxy, when the 10 bottom finish the round in peace with fams their level without being farmed.
You fix farming and boring rounds when you know after few days that you already lost.
You are raided first week, u dont have to wait 7 weeks for a new chance, you just have to fight for the top 10 and get a new chance.
#1 choses his spot first, then #2 etc

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

Re: Oversized family MW round

Well the mods could pick a date that nobody knows to ally families. It could be 2 weeks, it could be 4. I can't see anyone sandbagging for 2-3 weeks just to get to ally the top family. There's no way they could come back from that. My hope was that by allying the top fams with the bottom fams, the good families could help teach the lower ones how to play the game. Seems most rounds, the bottom 5-6 families are stuck without a good leader or any players that can help them out. Just from playing in some really bad PW families the past few rounds, I've learned that most of those players in the really bad families don't even know how to play the game. They are active and willing, but are stuck, round after round, in horrid families where they learn nothing. I dunno, was just a thought to mix things up a bit. Mixing it up halfway through the round would really take some of the boring elements out of the mid-round infra game. Throw in randomly appearing new systems and it could create a lot of conflict and hopefully teach some of the new players how to survive.

"The market is like a.....game within a game Teddy"