IIIlusionist [253384] —
Original article
We rejoin the faction journey in 2008.
The number of factions dwindled, and targets to war became harder to find, even with full beam lights. Then, in 2008, peaceful factions were introduced in an effort to increase the number of factions. Factions had the option to remain peaceful untill they declared on another faction. The hope was that factions could build up their respect and war when they were ready, it didn't work. According to an announcement made, out of 800 factions created only 4 decided to war, the rest choose the path of peace. In response, peaceful status was given for 3 months for new factions, after which anyone could declare on the faction.
2008 saw the arrivals of faction specials and in 2009 NAPs and peace treaties were added.
Now we come to the 2009 and 2010 systems. Factions were put in to one of ten ranks or unranked. The idea was that you war factions within your own rank to get the best respect gains, warring a faction outside your rank meant lower respect gains. As always, the smart citizens of Torn found a way round it by recruiting lower level players to drop the factions rank, and so yet another change came to be. Ranks were abolished, for now, and respect gained for an attack heavily outweighed the amount lost, a five faction limit was placed on the war base, wars would last till a faction opened up a certain respect lead over the other faction, and bonuses for 10/25/50/75/100 were put in place. Some big changes, many of which are still in place today.
Yet more changes followed, but dont worry these updates take us near enough to the present day.
Ranks were reintroduced, this time a little more successfully. Factions were all ranked and could contest the rank of a faction up to 25 ranks above their own, and these ranked wars would gain more respect. The war base limit was changed from 5 factions to 300 members, and then to 500 members. And this brings us pretty much to the present system, a time were many factions sit down peacefully and discuss various terms before the actual fight, destroying a faction is next to impossible without $20,000,000,000 to spend on a dirty bomb, and warring without notifying a faction in advance, will often mean they will not fight back which leads to poor respect gains for the attacking faction.
Each system has its benefits and limitations, but it will be no easy task to get a system that works smoothly, and even harder to get one that satisfies everyone. It can be argued that the early systems didn't allow for faction growth, as well as favoring the top factions. The current is seen by some as stagnant, with war resulting in the losing faction gaining respect, and the victor gaining more respect. It would seem that it is harder to lose respect that to gain it nowadays.
I have tried to restrain myself, as best I can, from sharing my opinions on each system. We all have our ideas of what will and wont work, but they often, intentionally or not, favour one over the other or overlook certain play styles. Furthermore, there are many boxes to tick when looking at warring, and not all are easy to spot till it is too late. I dare say a little, or a lot, of patience doesn't go amiss, but it is worth asking yourselves; is trying out and mixing up the warring system not better than having one system for years and years? After all, doing the same thing over and over again will always get boring at some point, like training.
So this concludes our journey through the years of Torn's many, many, warring systems. But grieve not, another change is on its way..hooray!
**Editors: UrgentAlibi [1608246]
The number of factions dwindled, and targets to war became harder to find, even with full beam lights. Then, in 2008, peaceful factions were introduced in an effort to increase the number of factions. Factions had the option to remain peaceful untill they declared on another faction. The hope was that factions could build up their respect and war when they were ready, it didn't work. According to an announcement made, out of 800 factions created only 4 decided to war, the rest choose the path of peace. In response, peaceful status was given for 3 months for new factions, after which anyone could declare on the faction.
2008 saw the arrivals of faction specials and in 2009 NAPs and peace treaties were added.
Now we come to the 2009 and 2010 systems. Factions were put in to one of ten ranks or unranked. The idea was that you war factions within your own rank to get the best respect gains, warring a faction outside your rank meant lower respect gains. As always, the smart citizens of Torn found a way round it by recruiting lower level players to drop the factions rank, and so yet another change came to be. Ranks were abolished, for now, and respect gained for an attack heavily outweighed the amount lost, a five faction limit was placed on the war base, wars would last till a faction opened up a certain respect lead over the other faction, and bonuses for 10/25/50/75/100 were put in place. Some big changes, many of which are still in place today.
Yet more changes followed, but dont worry these updates take us near enough to the present day.
Ranks were reintroduced, this time a little more successfully. Factions were all ranked and could contest the rank of a faction up to 25 ranks above their own, and these ranked wars would gain more respect. The war base limit was changed from 5 factions to 300 members, and then to 500 members. And this brings us pretty much to the present system, a time were many factions sit down peacefully and discuss various terms before the actual fight, destroying a faction is next to impossible without $20,000,000,000 to spend on a dirty bomb, and warring without notifying a faction in advance, will often mean they will not fight back which leads to poor respect gains for the attacking faction.
Each system has its benefits and limitations, but it will be no easy task to get a system that works smoothly, and even harder to get one that satisfies everyone. It can be argued that the early systems didn't allow for faction growth, as well as favoring the top factions. The current is seen by some as stagnant, with war resulting in the losing faction gaining respect, and the victor gaining more respect. It would seem that it is harder to lose respect that to gain it nowadays.
I have tried to restrain myself, as best I can, from sharing my opinions on each system. We all have our ideas of what will and wont work, but they often, intentionally or not, favour one over the other or overlook certain play styles. Furthermore, there are many boxes to tick when looking at warring, and not all are easy to spot till it is too late. I dare say a little, or a lot, of patience doesn't go amiss, but it is worth asking yourselves; is trying out and mixing up the warring system not better than having one system for years and years? After all, doing the same thing over and over again will always get boring at some point, like training.
So this concludes our journey through the years of Torn's many, many, warring systems. But grieve not, another change is on its way..hooray!
**Editors: UrgentAlibi [1608246]
Original article
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