Vice Underdogs

Archive => Vice War 8: Renegade's Strife => Archived Events => Information and FAQs => Topic started by: Thomas on December 27, 2018, 03:08:06 pm

Title: [TEAMS] Vice War Teams.
Post by: Thomas on December 27, 2018, 03:08:06 pm
Here's a little dynamic image of Vice War Teams of Selected ( Approved ) participants.

(https://viceunderdogs.com/portal/vwapi/teams)

That's little unbalanced, any one up for swaps? :D
Title: Re: [TEAMS] Vice War Teams.
Post by: Aegon on December 26, 2019, 10:50:34 pm
Teams are still unbalanced, bring balance to the force :D
Title: Re: [TEAMS] Vice War Teams.
Post by: RajPut on December 27, 2019, 09:53:54 am
Why there's no limit of players at the moment of time in Biker's Gangs?
That's because you want to win by outnumbered amount of players in  VU's gang (http://viceunderdogs.com/index.php?topic=9155.0), right?
Yes, I believe having the biggest team increases our chances of winning. Though, I'm sure you can pack a lot of guys from your [XTM]-slave-streltsy army.
However, this can be countered by packing more Quality instead of Quantity. A big team will suffer from the Causalities disadvantages. A smaller team would not reach 200 deaths every hour. This feature has been added so that smaller teams stand a chance in terms of points even if they are outnumbered.
Casualties
  • The number of deaths in your team per hour is called Casualties.
  • This count is reset to 0 after every hour.
  • If casualties increases above 200, your gang suffers certain disadvantages.
  • Disadvantage: The number of points gained by bases is halved.
  • Disadvantage: The cash generated by bases is halved.
  • Disadvantage: The cash generated by kills is halved.
  • Disadvantage: No spree bonuses are granted.

The numbers above can be changed, so I'm open to suggestions.