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View Full Version : Lock out late mergers!


Wycliffe
2nd November 2006, 01:54 AM
What is the point! I'm trying to build up a decent performing cart in A3 with a reliable group of regulars (all improving) and whenever we approach reset the usual merger bull kicks in and unless we agree to merge we get blitzed at the end.

I think a cartel should be treated as a team, sure swap a player or two along the way if need be but what's the point if 2 days before reset suddenly there are only maybe 5 or 6 players from the original cart left in the top 3 cartels?

If you're judging top cart it should be the cart that's run through the round with majority original members.

Why not have a lock out on players switching carts in the last week. Or maybe something like not being allowed to change more than say 5 players throughout the round. Means you got to manage your members better and help them along.

Yes I am a relative newb (trying not to be a noob) and this might have come up before but it seems fairer and more of a challenge to me.

Flame Away people!

dirtyjersey
2nd November 2006, 02:02 AM
:argh:

lol just kidding, i actually kind of agree with you. i've felt that way for a while, just never posted it cuz i figured someone else should get flamed for it ;)

SNOWBLIND
2nd November 2006, 02:11 AM
There is a problem with that theory...yes I agree it feels like it isn't fair...but, even some of your loyal players end up not playing through the round and you have to boot them for being inactive and bring in someone you don't know or someone you know that has to come in a few days late and not produce a well enough score. That is why most of your big cartels have more than 1 cartel going and that way you can merge your 2 at the end. You can try to help each and everyone of the 19 other people, but it won't work. Some of your members won't even let you know if they are worth or gunning, or what strat they are running. A cab member needs to know this stuff to further better the cartel.......COMMUNICATION is everything in this game, because of all the different time zones. Some people don't want to wake up at 5a.m. to spend their tokens or spend their hoard money, so you help them by doing it for them.

There are a lot of factors you have to start adding up, I use to think the same thing, but I had a couple of Vets show me the way...won't say who, but HOLY SHIT he taught me quite a bit about just the factors involved. Come see us in A9 next round we can help.

steff
2nd November 2006, 02:14 AM
-Don't spam recruit
-Join other cartels and build up a friend base
-Learn the workings of the game
-Have 20 reliable people
-Take a medal

Late mergers is what makes the game fun.

Taste of Britain
2nd November 2006, 02:16 AM
pullers make it more fun :) ;) :O 8o| :)

Wycliffe
2nd November 2006, 02:19 AM
Just goes back to what I was saying about having to manage your players and build up a loyal and reliable group.

Same problems would face every cartel/cab member the true test would then be how well you do in managing it. Would mean that carts have to build up over time and the longest running best managed would win through.

Pot4life
2nd November 2006, 02:34 AM
What is the point! I'm trying to build up a decent performing cart in A3 with a reliable group of regulars (all improving) and whenever we approach reset the usual merger bull kicks in and unless we agree to merge we get blitzed at the end.

I think a cartel should be treated as a team, sure swap a player or two along the way if need be but what's the point if 2 days before reset suddenly there are only maybe 5 or 6 players from the original cart left in the top 3 cartels?

If you're judging top cart it should be the cart that's run through the round with majority original members.

Why not have a lock out on players switching carts in the last week. Or maybe something like not being allowed to change more than say 5 players throughout the round. Means you got to manage your members better and help them along.

Yes I am a relative newb (trying not to be a noob) and this might have come up before but it seems fairer and more of a challenge to me.

Flame Away people!

dont be so fucking silly

(jacx he said flam away! :) )

tis a good idea but twould ruin the game :) good cartels with reputations get guuned more than nob cartels way to get around this is good players hide in noob cartels then make good cartel and leave noobs!

Jacx
2nd November 2006, 02:47 AM
heres my problem with the idea plane and simple. First as someone mentioned ur team might not be good enough, plus there is another team in same situation...merging means u can possibly medel and u have a larger base of players to work with next time if the 2 leaders agree.

Second problem...very often in the past i would go into a cart, spy on them for my own team and pull out of the cart at the last minute trying to make sure u dont win and my team does...now if ur good, u will have a back up player ready to dive in and cover that spot.. (p.s. best ever for me is when we had 6 pullers....we had 6 cover players ready...we got them in at the last moment and got a bronze)

Why pull you bastard.... like i said, its a team strat, and dont have a go at people pulling...jusus u seen the game u play, u train prostitues, feed them drugs, sell drugs and produce guns to attack players with..me pulling out of the cart is lightweight compaired to what u done all round... nuff said

Shiro Ishii
2nd November 2006, 02:54 AM
You cry baby, every time I read something like this it increases my desire to join a cartel, act loyal and be counted on for the final score only to depart at the last moment for my real cartel.

I like doing this because it hurts the sucker cartel (the competition) and I like pissing people off... that is my favorite thing to do!

Gunning gunners, I like doing that too

Wycliffe
2nd November 2006, 02:59 AM
heres my problem with the idea plane and simple. First as someone mentioned ur team might not be good enough, plus there is another team in same situation...merging means u can possibly medel and u have a larger base of players to work with next time if the 2 leaders agree.

Second problem...very often in the past i would go into a cart, spy on them for my own team and pull out of the cart at the last minute trying to make sure u dont win and my team does...now if ur good, u will have a back up player ready to dive in and cover that spot.. (p.s. best ever for me is when we had 6 pullers....we had 6 cover players ready...we got them in at the last moment and got a bronze)

Why pull you bastard.... like i said, its a team strat, and dont have a go at people pulling...jusus u seen the game u play, u train prostitues, feed them drugs, sell drugs and produce guns to attack players with..me pulling out of the cart is lightweight compaired to what u done all round... nuff said

Got no problem with pullers as a strat and that could still be managed by allowing maybe 5 player swops over a round.

Thing is, my problem lies in the fact that as you bring on newer players they are constantly going to get dumped near the end when they think they are doing well and a member of a top 5 cart. Doesn't exactly encourage them.

We (Clockwork Orange) are just hanging on to a top 5 slot in A3 by the skin of our teeth following all the merger crap. We have a mixed bag of players, some vet, some newb and some improvers. I think we've done well without merging and probably could take on most any other carts in the room on a straight 1-1 without showing ourselves up too badly. We want to work as a team a make CO a great cart that people want to play in, but to get a medal we have to at some point ditch some of our guys at the end.

I understand the whole 'making the sacrifice for the team' thing but just think the game would be better for carts having to work harder to train new players and keep them loyal in the longer term.

Pot4life
2nd November 2006, 03:00 AM
now thats just harsh and gunning gunners is noobish, unless they fuck ur junkie round, thn just cain them all day baby all day!

Wycliffe
2nd November 2006, 03:01 AM
You cry baby, every time I read something like this it increases my desire to join a cartel, act loyal and be counted on for the final score only to depart at the last moment for my real cartel.

I like doing this because it hurts the sucker cartel (the competition) and I like pissing people off... that is my favorite thing to do!

Gunning gunners, I like doing that too


Yeah well it's all in your name. Enough said

Dymond
2nd November 2006, 03:04 AM
Honestly even the mergers usually get trumped by the real good cartels at the end of the round. You make some valid points though but my advice would be to get out of A3..Go find a non medal room and build up your player base, win a few in that room then think about moving. Even when I played for TLB we didn't start in the medal rounds until we thought we were ready..

Jacx
2nd November 2006, 03:06 AM
Got no problem with pullers as a strat and that could still be managed by allowing maybe 5 player swops over a round.

Thing is, my problem lies in the fact that as you bring on newer players they are constantly going to get dumped near the end when they think they are doing well and a member of a top 5 cart. Doesn't exactly encourage them.

We (Clockwork Orange) are just hanging on to a top 5 slot in A3 by the skin of our teeth following all the merger crap. We have a mixed bag of players, some vet, some newb and some improvers. I think we've done well without merging and probably could take on most any other carts in the room on a straight 1-1 without showing ourselves up too badly. We want to work as a team a make CO a great cart that people want to play in, but to get a medal we have to at some point ditch some of our guys at the end.

I understand the whole 'making the sacrifice for the team' thing but just think the game would be better for carts having to work harder to train new players and keep them loyal in the longer term.

First well said, your a leader who cares it seems. So first think about it, if you have that many new players or learning players make sure they come back round by round. Also get some of them to play in the other games for other teams, learn strats. Work together on finding the best strats, realise that if someoens new, they also want to find some of this out for them selves, so put ur cant into more than one game, i.e a1 and a8, let them do their own strats in one game and a managed stat in another. Realise and make sure they realise that being a new up and comming cart can take MONTHS to win anything. Build up. work together and use a team mentality. Good luck.

Wycliffe
2nd November 2006, 03:08 AM
Honestly even the mergers usually get trumped by the real good cartels at the end of the round. You make some valid points though but my advice would be to get out of A3..Go find a non medal room and build up your player base, win a few in that room then think about moving. Even when I played for TLB we didn't start in the medal rounds until we thought we were ready..

That almost sounds sensible - waayyyy tooo easy lol

Shiro Ishii
2nd November 2006, 03:10 AM
Wycliffe, can I join your cartel next round and help you win? (while I send the cartel player list to my real cartel so they can gun the shizzle out of everyone and I will leave at the end also)

Wycliffe
2nd November 2006, 03:12 AM
First well said, your a leader who cares it seems. So first think about it, if you have that many new players or learning players make sure they come back round by round. Also get some of them to play in the other games for other teams, learn strats. Work together on finding the best strats, realise that if someoens new, they also want to find some of this out for them selves, so put ur cant into more than one game, i.e a1 and a8, let them do their own strats in one game and a managed stat in another. Realise and make sure they realise that being a new up and comming cart can take MONTHS to win anything. Build up. work together and use a team mentality. Good luck.


Blimey! more sound advice. Surely this isn't how the forum works - what's got into you lot?

Points noted and appreciated - watch this space...

Jacx
2nd November 2006, 03:12 AM
hey stupid fag...is this in AIW? NO so fuck off before u get on my tits too much

Jacx
2nd November 2006, 03:13 AM
Blimey! more sound advice. Surely this isn't how the forum works - what's got into you lot?

Points noted and appreciated - watch this space...

oh u do get good advice...u just get a lot of muppets too..that and ur a londoner makes u sound in my book!

Wycliffe
2nd November 2006, 03:14 AM
Wycliffe, can I join your cartel next round and help you win? (while I send the cartel player list to my real cartel so they can gun the shizzle out of everyone and I will leave at the end also)


Like I said...It's all in your name my friend.

And thanks for your input.

Wycliffe
2nd November 2006, 03:18 AM
oh u do get good advice...u just get a lot of muppets too..that and ur a londoner makes u sound in my book!


Cheers Jacx! - Bit of London Pride.

Was just about to prove my newbness by asking how the f**k you knew that! lol just remembered the profile - twat I am!

Jacx
2nd November 2006, 03:20 AM
its all good bud...now watch out for a some guys called jay, naz and buckled...they is a lil gay, oh and steff the scot is a tranny so keep away from him/her

Wycliffe
2nd November 2006, 03:25 AM
You see - I'm learning a lot here today. No one told me they had electricity in Scotland let alone PCs. Trannies, of course - they've all been wearing skirts up there for a lot of years.

I consider myself warned and shall watch my back at the appropriate times.

steff
2nd November 2006, 03:34 AM
Kilts, they are kilts goddammit!!!

SNOWBLIND
2nd November 2006, 03:38 AM
Got no problem with pullers as a strat and that could still be managed by allowing maybe 5 player swops over a round.

Thing is, my problem lies in the fact that as you bring on newer players they are constantly going to get dumped near the end when they think they are doing well and a member of a top 5 cart. Doesn't exactly encourage them.

We (Clockwork Orange) are just hanging on to a top 5 slot in A3 by the skin of our teeth following all the merger crap. We have a mixed bag of players, some vet, some newb and some improvers. I think we've done well without merging and probably could take on most any other carts in the room on a straight 1-1 without showing ourselves up too badly. We want to work as a team a make CO a great cart that people want to play in, but to get a medal we have to at some point ditch some of our guys at the end.

I understand the whole 'making the sacrifice for the team' thing but just think the game would be better for carts having to work harder to train new players and keep them loyal in the longer term.

Yes, but unfortually a good team memeber that has had a bad round will offer to sacrifce his/her round. Some people talk about DGAF and how they suck, but you know what, the founder 805_420 is very loyal and trustworthy, he offered to leave and bring someone in cause he came in 2 weeks later. It being a non-medal round didn't see any sense in it so he stayed...20mil difference in a non-medal room isn't going to make or break you. But the point is that he did offer to sacrifice himself for the better of the cartel.

Plus that is the other reason why you have the 2 cartels going, you put the unforutate ones into the other cartel that way they are still protected and if you need someone at the last minute than you could bring them over.

You must find the loyal players, the spam shit will pick a few up, but at the end it will get you spies or pullers. It is one thing to say yeh you will play and than pull out, than it would be going in through a spam. I like spieing when I am gunning through all the spam based, not only can you see who is worthing but you also gets players list...hehe.

Wycliffe
2nd November 2006, 03:48 AM
Kilts, they are kilts goddammit!!!

Kiltnoun

1. a knee-length pleated skirt,esp in tartan as worn by men in highland dress

Collins dictionary

Sounds just a little bit trannie to me.................

Shiro Ishii
2nd November 2006, 06:51 AM
You're the only fag here buddy hah

$$$P.I.M.P$$$
2nd November 2006, 06:55 AM
There is a problem with that theory...yes I agree it feels like it isn't fair...but, even some of your loyal players end up not playing through the round and you have to boot them for being inactive and bring in someone you don't know or someone you know that has to come in a few days late and not produce a well enough score. That is why most of your big cartels have more than 1 cartel going and that way you can merge your 2 at the end. You can try to help each and everyone of the 19 other people, but it won't work. Some of your members won't even let you know if they are worth or gunning, or what strat they are running. A cab member needs to know this stuff to further better the cartel.......COMMUNICATION is everything in this game, because of all the different time zones. Some people don't want to wake up at 5a.m. to spend their tokens or spend their hoard money, so you help them by doing it for them.

There are a lot of factors you have to start adding up, I use to think the same thing, but I had a couple of Vets show me the way...won't say who, but HOLY SHIT he taught me quite a bit about just the factors involved. Come see us in A9 next round we can help.


Nice i could not of put it better myself

gotalot2do
2nd November 2006, 07:33 AM
now thats just harsh and gunning gunners is noobish, unless they fuck ur junkie round, thn just cain them all day baby all day!
I gun gunners.

First I get gunned, then I counter.

Then if I am left alone by that gunner I will do the same for them, however there is always one that will try to top me, and I will pound on them for the rest of the round ... if need be.

link
(http://72.14.253.104/search?q=cache:XoYIGJsftxQJ:forum.oddthought.com/showthread.php%3Ft%3D1273+%22You+jump+OldSmokie%22&hl=en&gl=us&ct=clnk&cd=1&client=firefox-a)

hardcore G
2nd November 2006, 07:40 AM
What is the point! I'm trying to build up a decent performing cart in A3 with a reliable group of regulars (all improving) and whenever we approach reset the usual merger bull kicks in and unless we agree to merge we get blitzed at the end.

I think a cartel should be treated as a team, sure swap a player or two along the way if need be but what's the point if 2 days before reset suddenly there are only maybe 5 or 6 players from the original cart left in the top 3 cartels?

If you're judging top cart it should be the cart that's run through the round with majority original members.

Why not have a lock out on players switching carts in the last week. Or maybe something like not being allowed to change more than say 5 players throughout the round. Means you got to manage your members better and help them along.

Yes I am a relative newb (trying not to be a noob) and this might have come up before but it seems fairer and more of a challenge to me.

Flame Away people!


i am with you wycliffe mate .:ship: :vader: :star:

THE DOPE WARRIOR
2nd November 2006, 08:20 AM
You cry baby, every time I read something like this it increases my desire to join a cartel, act loyal and be counted on for the final score only to depart at the last moment for my real cartel.

I like doing this because it hurts the sucker cartel (the competition) and I like pissing people off... that is my favorite thing to do!

Gunning gunners, I like doing that too

...make friends to lose them? for no other reason then to fuck everyone over? thats an awsome idea:wtf: people like you are the reason people wanna lock players in... btw c-rounds do something much like that;)

SweetHoney
2nd November 2006, 09:43 AM
Well now. How does one respond to such things? I guess I have to agree with several aspects of this whole thread. Wycliffe made several reasonable points, Jacx and Dymond both gave some valid arguements for the building of a decent cartel.

I still have a hard time wanting to be involved with a group that would as easily throw a player out to jack them up for their junkies because they hit MWJ, as to leave them holding the bag with the logo at the end of a round because they didn't "merge" to the "elite" team...no matter their score. To believe that by comparing this to real life that someone wouldn't put a gun to the back of some guy's head and blow his brains out for ratting them out to another cartel, or that they wouldn't have their hitmen take him out for his disloyalties is wrong. He would be dead in the real world. The only reason the guy doesn't get knocked off is because it isn't a game feature.

I am a loyal "team" player, and despite the flaming that may occur, I will not merge with another cartel (by the same or any other name), nor will I allow myself to be moved to another team. I feel it isn't fair. I would rather NOT win, or risk people leaving, as to abandon players in the last days of a game. I can see filling empty slots with players that are available, but not in having a whole "backup" cartel designed for that purpose. This is a tactic for collecting the highest scores for round's end results. No thank you.

I understand that this means I will likely never have a top cartel as my personal team, but assuredly if I ever have a cartel of any worth it will be because I recruited valuable team players with a plan of working for a "team best" score, or a common goal of kicking some "elite" cartel hiney disguised as a noob troop. *teehee* Non-medal rounds are my best bet though it sounds like. Thank you.

tca
2nd November 2006, 07:22 PM
Wycliffe, you seem like a good lad, give me a shout next round when i drop some games, i'll come play for you :D

Wycliffe
2nd November 2006, 09:04 PM
Wycliffe, you seem like a good lad, give me a shout next round when i drop some games, i'll come play for you :D


I'd be delighted to have your help mate. Be a privilege to learn from you.

Jeez that sounds waayyyy too suck-upish! But either way keen to progress and it would help a lot.

Trouble is I'm now paranoid anyone involved in this thread is going to be coming in spying and pulling! Wish I hadn't opened my big mouth now lol.

tca
2nd November 2006, 11:15 PM
I'd be delighted to have your help mate. Be a privilege to learn from you.

Jeez that sounds waayyyy too suck-upish! But either way keen to progress and it would help a lot.

Trouble is I'm now paranoid anyone involved in this thread is going to be coming in spying and pulling! Wish I hadn't opened my big mouth now lol.

lol nah, if i was gonna pull, i wouldn't have posted that i'll come play for you :P i'd have stayed quiet n just rocked up lol

Exploding Sockpuppet
2nd November 2006, 11:59 PM
Stop late mergers? Hell, yeah, that would rock!! Then, maybe, we can make people stop jumping each other all round, yeah, no gunning! That would be great!! Oh, and maybe we can have as many tokens as we want!!! Yeah!! UNLIMITED TOKENS FOR EVERYONE!!!





That shouldn't RUIN THE GAME that much.