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Matlkael said:... In fact, the existence of guards meant that the whole cosmpiercer system revolved around them: how to kill them fast enough, how to ensure your guards survive long enough, or how to kite them together to stop an attack. There was very little (if any at all) player to player combat happening. It was all guards, guards, guards.
I do want to say that a lot of your argument hinges on the idea that more numbers = automatic win. It doesn't. But if you continue to think that way, then your belief will become a self-fulfilling prophecy.
I played at release, and I absolutely did not fear the Scatterhome zerg (which was bigger than Song's zerg, yes). Maybe that's where the argument is coming from.
Whatever the case ends up being for cosmpiercers, I hope that it is inclusive rather than exclusive. If you have willing people, bring them all and don't worry about being debuffed. If you're great at captaincy, MIL or hacking, let this place be your time to shine. If you know your class and can play it well, be the person that pings deathsight the most. I feel like that's everyone's goal really.
Cubey said:The current piercer system only encourages raiding when the other peeps aren't around, and the hacking requirements mean you can't even bother unless you have a zerg of at least <number> people in it.
Cubey said:Lemme ask, what's wrong with piercers being changed so they're active only at certain times and players know when these times are and can schedule around it? That solves all problems because everyone who wants to be involved in a piercer attack or defense will know when to log in, as opposed to the current setup of "I was absent because the attack happened when I was at work/asleep/out of the game because I have better things to do than stay logged in 24/7". Factions with superior numbers can flex them too.
Yo, piercers are resetting prematurely. Each time I check COSMPIERCER LIST I see different numbers there.