Posted: Fri Dec 16, 2011 12:05 pm
I think I can answer at least the why.
*puts down a plate with milk and cookies*
A long time ago, before influence was ever heard of, we had a long list of invasion rules. They were kinda complicated and hard to enforce, and often unsuspecting invader delegates (or even native delegates) broke them and got in big trouble over it.
Of course, there were also defenders who broke them, thinking those rules only applied to invaders, and didn't realise that basically, for those rules, they were also considered invaders
And then there was a group who on purpose went and broke those rules because well...there will always be idiots
The purpose of those rules was to protect the natives against the invaders, without actually outlawing invading. This made the job very hard for game mods though, since they had to figure out who's what in a situation.
Then it was decided from above that a solution needed to be found. And influence was introduced. This practically meant that as a delegate, you needed influence to be able to perform certain actions in regional control, and these actions would drain your influence. The longer you're in a region, the more influence you get.
Influence then replaced the monster called "the invasion rules". Anything you had the influence for to do in regional control, you can do. Kick someone. Ban someone. Set a password.
The result? Perhaps some newer invaders and defenders would like to chime in as well, but as I see it, the game has become easier in terms that you don't need to worry as much as before that what you are doing is allowed. The job has become somewhat harder for defenders in that they are stuck in a region for longer if they want to kick the invaders and they can't make a native delegate. And those invaders who wish to kick a native from a region or password it will need a lot of patience as well, though that was the intention
*puts down a plate with milk and cookies*
A long time ago, before influence was ever heard of, we had a long list of invasion rules. They were kinda complicated and hard to enforce, and often unsuspecting invader delegates (or even native delegates) broke them and got in big trouble over it.
Of course, there were also defenders who broke them, thinking those rules only applied to invaders, and didn't realise that basically, for those rules, they were also considered invaders
And then there was a group who on purpose went and broke those rules because well...there will always be idiots
The purpose of those rules was to protect the natives against the invaders, without actually outlawing invading. This made the job very hard for game mods though, since they had to figure out who's what in a situation.
Then it was decided from above that a solution needed to be found. And influence was introduced. This practically meant that as a delegate, you needed influence to be able to perform certain actions in regional control, and these actions would drain your influence. The longer you're in a region, the more influence you get.
Influence then replaced the monster called "the invasion rules". Anything you had the influence for to do in regional control, you can do. Kick someone. Ban someone. Set a password.
The result? Perhaps some newer invaders and defenders would like to chime in as well, but as I see it, the game has become easier in terms that you don't need to worry as much as before that what you are doing is allowed. The job has become somewhat harder for defenders in that they are stuck in a region for longer if they want to kick the invaders and they can't make a native delegate. And those invaders who wish to kick a native from a region or password it will need a lot of patience as well, though that was the intention