Post by The Warzone on Mar 28, 2016 11:07:22 GMT
As this is a roleplay, it requires a certain amount of balance in order for it to run smoothly. Anything which is Overpowered will cause disruption of Balance and turn the whole roleplay into a mess.
Now on to Nukes and other Superweapons, they are OP and you know it. Most of them cannot be stopped after being launched ( Nukes, Auroras come to mind) which makes them even more OP. These superweapons not only disrupt Balance, but they are unfair and cause the essential Roleplay Element to vanish.
How are Nukes and the like unfair? Well let's say there is a battle going on between USA and GLA. The USA is losing the battle and as a last resort launches a Nuke at the GLA Army. The GLA army gets obliterated and the USA gets an auto win. This is unfair to the GLA roleplayer as the battle was a confirmed victory for him but a single nuke led to his defeat. All the hardwork and roleplaying invested by the GLA Roleplayer gets wasted as a result.
Why would Nukes and the like devolve the Roleplaying ? Well that's because if Superweapons are not restricted then battles can be won with just the click of a button. How is the roleplaying of fighting soldiers, moving tanks, artillery, aircraft, Detailed army movements, etc be relevant when the battle can be won with a superweapon? This will heavily dilute the roleplaying element when it comes to battles.
Now on to destroying entire countries with a Nuke War. This will never be allowed as it will cause the entire RP to become imbalanced as it might cause the main factions to become too weak to have an influence on the RP. The same thing is also with Roleplay Characters. You cannot kill a character unless you have the permission of the owner of the character. If you were freely allowed to kill characters then it would disrupt the Roleplay. As such the best way is to similarly get the permission from the respective faction leader whose cities you want to nuke.
In the end, there are three options to solve this problem :-
1) Nerf the Superweapons.
2) Ban the Superweapons.
3) Restrict the Superweapons based on Permissions.
In my opinion Option 3 is the best solution. This ensures that Superweapons can be used but ensures that the Roleplay remains balanced.
Now on to Nukes and other Superweapons, they are OP and you know it. Most of them cannot be stopped after being launched ( Nukes, Auroras come to mind) which makes them even more OP. These superweapons not only disrupt Balance, but they are unfair and cause the essential Roleplay Element to vanish.
How are Nukes and the like unfair? Well let's say there is a battle going on between USA and GLA. The USA is losing the battle and as a last resort launches a Nuke at the GLA Army. The GLA army gets obliterated and the USA gets an auto win. This is unfair to the GLA roleplayer as the battle was a confirmed victory for him but a single nuke led to his defeat. All the hardwork and roleplaying invested by the GLA Roleplayer gets wasted as a result.
Why would Nukes and the like devolve the Roleplaying ? Well that's because if Superweapons are not restricted then battles can be won with just the click of a button. How is the roleplaying of fighting soldiers, moving tanks, artillery, aircraft, Detailed army movements, etc be relevant when the battle can be won with a superweapon? This will heavily dilute the roleplaying element when it comes to battles.
Now on to destroying entire countries with a Nuke War. This will never be allowed as it will cause the entire RP to become imbalanced as it might cause the main factions to become too weak to have an influence on the RP. The same thing is also with Roleplay Characters. You cannot kill a character unless you have the permission of the owner of the character. If you were freely allowed to kill characters then it would disrupt the Roleplay. As such the best way is to similarly get the permission from the respective faction leader whose cities you want to nuke.
In the end, there are three options to solve this problem :-
1) Nerf the Superweapons.
2) Ban the Superweapons.
3) Restrict the Superweapons based on Permissions.
In my opinion Option 3 is the best solution. This ensures that Superweapons can be used but ensures that the Roleplay remains balanced.