The Death of Grenwar
Posted: Thu Aug 05, 2010 4:14 pm
Here's a simple plan to kill grenwar, and get gren players off and playing other settings. Shift their gametype gradually, by introducing new settings that are analogous to grenwar except for minor, shifting differences, and coercing grenwar players into participating in these settings.
Stage 1: Marine war, Modern. Marine + Hero only, until 40 f11 (or some appropriate time--should be essentially in the upper limit for the average well matched team game, as putting it there means it won't actually trigger with high frequency) is reached, whereupon players are allowed to make anything from the barracks. 20-25 f11 after which, players are allowed to make AT guns and tanks, to prevent it from degenerating into a sniper-fest. This should allow grenwar players to get a feel for how what they do know from grenwar can apply to other settings outside of grenwar, as well as introduce them to the concept of mixed armies and countering.
Stage 2, launched several weeks, perhaps a few months after stage 1, enough time to allow a sufficient number of grenwar players to enjoy playing Marine war, and without fearing other units: Black Robe war, Nano, AoC. After 25 f11, any non-air units are allowed except for siege and religion. This will allow grenwar players to get comfortable with eco raiding, as well as possibly the creation of at least some towers, as well as much more proficient at mixing and countering. The relatively early mixing will also encourage mild wing/pocket specializations to develop, and the threat of being raided will lead to pockets playing differently than their wings in terms of strategy.
Stage 3, launched several weeks or a few months after stage 2, allowing enough time for sufficient numbers of grenwar player to enjoy playing Black Robe war: WW1-WW2 war, where wings are only allowed to make doughboys and marines for the first 30 f11, and pockets are only allowed to make air units from airports for the first 30 f11. Anything goes after 25 f11. This will introduce the concepts of advancing to gain an advantage, gradually introduce air support, as well as that wing and pockets can specialize from the beginning of the game, in addition to the use of siege.
Stage 4: Get players who enjoy stage 3 to play other settings.
Stage 1: Marine war, Modern. Marine + Hero only, until 40 f11 (or some appropriate time--should be essentially in the upper limit for the average well matched team game, as putting it there means it won't actually trigger with high frequency) is reached, whereupon players are allowed to make anything from the barracks. 20-25 f11 after which, players are allowed to make AT guns and tanks, to prevent it from degenerating into a sniper-fest. This should allow grenwar players to get a feel for how what they do know from grenwar can apply to other settings outside of grenwar, as well as introduce them to the concept of mixed armies and countering.
Stage 2, launched several weeks, perhaps a few months after stage 1, enough time to allow a sufficient number of grenwar players to enjoy playing Marine war, and without fearing other units: Black Robe war, Nano, AoC. After 25 f11, any non-air units are allowed except for siege and religion. This will allow grenwar players to get comfortable with eco raiding, as well as possibly the creation of at least some towers, as well as much more proficient at mixing and countering. The relatively early mixing will also encourage mild wing/pocket specializations to develop, and the threat of being raided will lead to pockets playing differently than their wings in terms of strategy.
Stage 3, launched several weeks or a few months after stage 2, allowing enough time for sufficient numbers of grenwar player to enjoy playing Black Robe war: WW1-WW2 war, where wings are only allowed to make doughboys and marines for the first 30 f11, and pockets are only allowed to make air units from airports for the first 30 f11. Anything goes after 25 f11. This will introduce the concepts of advancing to gain an advantage, gradually introduce air support, as well as that wing and pockets can specialize from the beginning of the game, in addition to the use of siege.
Stage 4: Get players who enjoy stage 3 to play other settings.