CadoaBane wrote: »
My suggestion and personal wish would be, give those themed TWs a little background story. For example:
1.) If you want to ban characters, give it an understandable reason like, "no Jedi or Sith can take part in this war, as they have their own fights going on somewhere else". With some more details of course, and something that just makes sense in a way that gives the gameplay itself more story.
2.) Bonuses on factions should as well have a background. What about designing some more planetary maps, put the wars into some context of the galactic history, and give the bonuses to those who were present on that planets / in that era.
3.) Bring in fun elements that either buff or push a huge amount of characters, in a way that it really changes 'everything', but equally enough to make the fights a funny experiment. Let's say, the war takes place on a planet with unpredictable atmospheric effects... and directly before the war was planned to start, something happens that makes all shooting weapons kind of squishy to handle, or something is in the air that causes characters to get random buffs on their turn... could be anything as long as it has a context.
stohelit wrote: »
For any of these territory war changes - either bring them on for several territory wars in succession, or provide a testing ground where people can try out whatever change before the event.
TW is a one-off thing. You can't learn much from a one-off event. Either you do it well, or you don't. Not much incentive to plan if only going to use it once. Can't learn from mistakes if not see it again.
So please stop with all the random changes. Take it slower. Make one change to TW. Leave it for a while so people can adjust. (A month, minimum.) Then consider changing again.
Either that, or make TW totally RNG. You just roll a die and see who wins. No pretense at thinking, or planning, or learning.
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