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  1. #2
    Needs to get out more
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    Elliptical Wave Division Combat

    So I've played for many years and one regrettable aspect I've experienced in most kingdoms is an adherence to full kingdom waving. What happens is a lot of players with real world obligations are forced to abide an itinerary that isn't congruent with family or work life. My solution was to take the sloppy waving of deep ghetto kingdoms and transform them into micro heavy organizations. Each division is comprised of players from likely player bases around the world.

    One of my goals was to offer players a prime activity GMT sector that agreed with busy lifestyles. The race/personality distribution is designed to offer divisions the ability to be proactive, developing high levels of coordination and teamwork.
    Anyone who's warred high caliber opponents are aware of the strength of micro: the ability to adjust and optimize to an ever changing landscape.

    Another aspect not immediately apparent is that each division was visualized as a fragment of good players from altogether ailing/bad kingdoms. Over the ages I've seen many fine kingdom disintegrate for the inability to retain good players yet still identify as the kingdom they use to be. Culturally, each division represents the best part of a lost kingdom. My approach is to incorporate these players, culture intact, into TVK. Their leader is then a member of council but the strategies they use in division are proprietary. The fringe benefit is healthy competition between divisions. One might see the strategy of another division superior to their own and can thus adapt to better ways. This flies in the face of the many failed merges I've witnessed where the host kingdom feels superior because they have retained more players and thus force an alien culture on their guests. So they lose players and continue being close-minded ghettos that fear the best and surrender pride to retain honor, land or science. I've long opposed the powerful and the rewards are staggering: like inventing new ways of kicking ass.

    The greatest weakness in traditional 2 wave-a-day philosophy is the aspect of wave derailment. I've been in what appear to be very healthy, active kingdoms until something goes wrong at wave time. Then we see the impatience of players who have real world schedules to keep and things can go sideways quickly. You have 24 people stacked in line awaiting instructions and absorbing unnecessary punishment from the enemy. Anyone familiar with the "oops" glitch know this can lose a war. My solution was to truncate the working parts of the wave into 5 compact, highly pivotal divisions. While TVK might not run off a huge Nightmare wave'n'chain the eliptical wave operates like a Bruce Lee water proverb. It's always there and is a creature of opportunity. The elliptical wave is ideally set to derail traditional waving.

    Before we begin imagining ridiculous strengths in this system, it was designed as an ergonomic alternative to traditional rigid wave doctrine. Great kingdoms that use traditional waving and win wars are there because it works for them and the type of players they can recruit. The elliptical wave offers my best effort to get casual yet focussed players to the battlefield against pro kingdoms. The compact divisions minimize train wreck behavior. One division might have a miserable outing but it's not a 12 hour depressionfest waiting to right the wrongs. This is why we have council and responsibilities distributed across the divisions. The fact is, if say the Australian spearhead fails to break a t/m as a division objective, the HQ division has 4 attackers at its disposal to crack defenses, including an orc warrior.
    Last edited by StratOcastle; 21-07-2019 at 00:14.
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    Correct me then, instead of being a dick about it.
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