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Re: About this whole 'Time limits' argument...

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halotrooper117 is not online. halotrooper117
Joined: 30 May 2009
Total Posts: 1696
19 Nov 2012 04:57 PM
I personally think that people on both sides of the debate about having time limits to capture bases have good points.

On the one hand, it is stupid to have one said gaining the upper hand to have an admin go, "Oh! That's an hour. /Shutdown." That always results in people declaring it to be admin abuse and the like.

But on the other hand, what are your options as a defender? You either don't have a time limit (or a *very* long one) in which case you either button up the base (if possible) and shoot from fortified spots until the raiders get sick of it and leave. Or, if the base doesn't have as strong physical defenses such as the one for my group (it's a town, no gates or anything that'll stop someone w/o a guard), bottle the raiders up in their spawn and pour the fire on until they (once again) get sick of it and leave, or you reach a K/O limit if one exists. This results in the raiders getting angry over spawnkilling, which it sometimes is.

Of course, this is all a moot point so long as people set their own (sometimes very unfair) rules at their bases, which is their right.

To be honest, I think the only way we're ever going to fix the issue is if:

A. People become more reasonable with their places, and stop tweaking the rules to help reduce the window raiders have to win. If they've beat you fairly, they've either caught you on an off day, or they're just a better group, aren't they? Where's the shame in admitting that?

B. We can get treaties (I know these exists already, i.e Rules of War group) set on a much larger scale to at least *help* regulate things. Of course, then you run the risk of things becoming too strict and you take out most of the fun, and that's an issue all it's own.

If you take away only one thing, let it be this: Make your rules fair. Maybe not equal (this is your turf, after all) and simply hope others have the common sense to do the same.
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xshafeex is not online. xshafeex
Joined: 22 Jul 2010
Total Posts: 3580
19 Nov 2012 04:58 PM
Look at APN Fort Gunshunn's timer thing, IT works pretty well.
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Reaven is not online. Reaven
Joined: 17 Jun 2008
Total Posts: 9181
19 Nov 2012 04:59 PM
To point out what APN uses, we have a 25 minute base occupation requirement to win. There is also a 2 hour maximum time limit that once exceeded, declares a tie for the raid. This system is entirely automated through a GUI. Upon either team winning or a tie, the entire raider team of participants is automatically banned for 30 minutes to give APN a break from at least that specific group or set of raiders.
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halotrooper117 is not online. halotrooper117
Joined: 30 May 2009
Total Posts: 1696
19 Nov 2012 04:59 PM
I've only fought against/alongside APN a few times, but their base seems pretty fair. Haven't seen them recently, may be worth checking out.
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halotrooper117 is not online. halotrooper117
Joined: 30 May 2009
Total Posts: 1696
19 Nov 2012 05:01 PM
@Reav

That's...pretty sweet. I'd maybe think they should teleport the raider team to a seperate area (I, personally, like a few group pics if I win a raid), but that's pretty solid.
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OptiTheory is not online. OptiTheory
Joined: 30 Mar 2012
Total Posts: 11272
19 Nov 2012 05:01 PM
See I like APN's idea. No auto-wins. Also where is 8sun?
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halotrooper117 is not online. halotrooper117
Joined: 30 May 2009
Total Posts: 1696
19 Nov 2012 05:02 PM
@Opti

*Glances around room*

Not here, mate. :\
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xshafeex is not online. xshafeex
Joined: 22 Jul 2010
Total Posts: 3580
19 Nov 2012 05:04 PM
Sun quit APN like 6 months ago.
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halotrooper117 is not online. halotrooper117
Joined: 30 May 2009
Total Posts: 1696
19 Nov 2012 05:09 PM
*Looks at this thread*

*Looks at thread arguing the Civil vs Arcen rules*

...Anybody else feel like reason was the first thing most people dumped when they showed up?
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