Rocklizard wrote:
Just a couple of clarifications:
In During the week Rule 5 (the first one!) it says "At this stage the identity of the attacker is known" but only after the Defending clan allocates an eligible member to defend the planet, is this the wrong way round or does the defending clan in fact allocate a defender blind?
No, the Defending clan gets to choose the defender
after the attacker reveals their identity. I'll have to look at that rule to see if I can describe it better.
Rocklizard wrote:
What happens if the same planet gets attacked by two clans at the same time?
The first clan that sends the challenge will be accepted, and the other clan(s) will then be given the choice of choosing a new location to attack, or to hold off and wait.
Rocklizard wrote:
Other than the fact that we are all sensible, honest and playing for enjoyment what's to stop defenders playing very slowly in battles that they are losing to hold up a clan's progress? There does not seem to be much incentive to surrender a hopeless battle and much to be gained by delaying the transfer of control as long as possible (particularly where it is the attacking Clan's first planet in a system).
We tried to come up with as few restrictions as possible so as to increase our enjoyment of the war and to allow for individual emergencies/inability to make turns. We assume people will make their clan war games take priority over "for fun" games.
The other problem is that we don't have direct access to the games themselves, and so cannot force the game to be finished. This problem will be alleviated with the MAN the devs have announced.
As far as incentive to surrender as opposed to dragging something out, and ideas you have would be welcome. We've talked about allowing someone to only attack/defend after they have finished other battles, but it seemed to give people that can play many turns per day advantage over those that can only play a few, and we didn't want to do that.