Forum Discussion

nuubal's avatar
7 years ago

Holding space with ruins by killing multiaccounts

Hi,
it is common to hold free spaces around by placing and killing multiaccounts. Lot of times it even make it impossible to start some pvp, because you simply cant reach the enemy. Thanks to that huge amount of ruins you have to wait at least 24 hours. No pvp possible in a pvp game, lol.

I suggest to implement some check before ruins were generated.
For example: A player with baselevel of 30 kills a multiaccount with baselevel 15. There should no ruin be generated. And with baselevel I mean baselevel and not the level of offense...
Possible ideas:
- Killing a base with level 7 or lower should never generate a ruin.
- Killing a base which is 30% or more lower that your own baselevel wont generate a ruin (this value could also change during a server).


Also a possitive effect would be that it is not that easy to save pois by just placing and killing multiaccounts next to pois.


But that is just some simple change to reduce the sideeffects by using multiaccounts. The best solution is still to forbid multiaccounts.


nbl

8 Replies

  • If a level is set, such as you suggest, then all that will happen is the account will grow to 1 level above the set level.

    Maybe, just maybe, one way would be to have ruin remain based upon the size of the two accounts and the difference, with 24h being a maximum and 1h being a minimum with a random amount minutes added too. Even this suggestion can be worked around with one small account or player base killing another near the poi.

    This could be applied to the killing of the forgotten too so at the start of server a level 14 eventually killing a level 21 forgotten base generates a ruin only in relation to the two bases. It could ignore the fact that the killing base is smaller and treat it in the same way with a max of 24h and a min of 1h plus a small random number of minutes.
  • do you think that it is so easy to grow to 1 level above with a multiaccount? An account which is not played, which has no bonus, which got killed every day? Just check the WCS and klick the ruins. You wont find any multiaccount which would be strong enough to generate a ruin (with my calculation in mind).

  • yes that is true. But still it will be harder to do. And all I remember is that exaclty this is the standard doing here... Everything you cant forbid to do, you try to make it as hard as possible...
  • Another side-effect would appear.
    If several small bases are between you and the center, you could not move closer without ruins (and conquered area).
  • "BambiByte;c-2074140" wrote:
    Another side-effect would appear.
    If several small bases are between you and the center, you could not move closer without ruins (and conquered area).


    Well, you can always move without area. But I agree, the surrounding bases would then just clam the area with their own territory, which would increase the amount of combat necessary to advance. This could go either way, good or bad.
  • @EE_Elephterion
    The quote was my reaction to the original idea of @nuubal - and it is not about the present possibilities.
    - He mentioned a situation when no ruins should be generated... (as for him)
    - The point is that we need ruins to get influence on a territory, even if it is more than uncomfortable when enemy keeps the area by killing its alts. I've seen others using small accs (killed) for gaining extra 24hrs without being attacked. Annoying but it does not hurt rules.

  • I am only talking about PVP. I am not talking about PVE. Is there ever a reason why someone in the center or next to it need to kill a very low inactive player/ multiaccount, which is far to low you fight itself to that area? There is only one reason to do it, to get an unfair advantage and destroy the gamedesign. Holding POIs, which the alliance is not capable to do, because the forgotten will kill them. What is the reason to have forgotten attacks if you can save POIs with multiaccounts? Unfair advantage, exploit or whatever you want to call it.
    The other benefit is to secure the area between the enemy and the own area. It is always better to have alliance territory in front. With that you are save for 24 hours because the enemy cant move, so you get untouchable.
    There were lot of complains about sector relocations and bubbles. But using this method is more or less the same...

    So just answer, why should a low level 7 account be in the center? Only for getting unfair advantage. And what I have seen here, unfair advantage is a problem in this game. So fix that.

    nbl

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