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Tournament Square Incoming

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Wartow View Drop Down
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    Posted: 21 Jun 2018 at 17:37
I don't care for how the winner of a game is determined in several sports when the score remains tied.  For some there is a completely different game that is played (shootouts, penalty kicks) to determine the winner of a hockey/soccer match that just went 60, 90, or whatever minutes plus overtime.  In college (American) football the game is reduced to the red zone with the punters (and numerous other special team players) hitting the showers.  The game is reduced to fraction of what it is during regulation.  We might as well settle on a tie or flip a coin.

In Illyriad the tournaments lack the ability for a holding army to know how many incoming forces are descending on a square.  When battles are held between cities this information is known and increases the strategy with which the war is waged.   

What would be reasonable for the occupying army to know about incoming forces or reinforcements?  Is the current configuration good enough?  

Should only larger (those beyond the size for elite status) forces be visible?  

What should be the range of visibility as holding a square does not necessarily give one the same visibility as a city tower?

Is the terrain a factor that should be considered?  Mountains would give more visibility than plains.

If this can be done, then should it also be done for other encampments in the game?
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Ten Kulch View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ten Kulch Quote  Post ReplyReply Direct Link To This Post Posted: 21 Jun 2018 at 18:58
Originally posted by Wartow Wartow wrote:

When battles are held between cities this information is known and increases the strategy with which the war is waged.

Sieges are the true battles between cities. Since the bulk of defenders go to encampments, and the bulk of attackers try to destroy those encampments, the majority of a real PvP battle is fought without incoming notifications. Giving incoming warning to squares would considerably lift the fog of war. As the siege team is the one occupying the ground, such a change would asymmetrically benefit alliances trying to destroy an enemy city via siege. If you can see the incoming list is empty of credible attackers, that would encourage you to siege longer and raise the chances of destroying the city.

I would vote against such a change, even though [300] delivers sieges about 50x more often than we get sieged in return. The fog of war is just a key part of the Illyriad warfare experience.
Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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Wartow View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Wartow Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2018 at 12:46
Originally posted by Ten Kulch Ten Kulch wrote:

Sieges are the true battles between cities. Since the bulk of defenders go to encampments, and the bulk of attackers try to destroy those encampments, the majority of a real PvP battle is fought without incoming notifications.

This is the key difference between sieges and holding tourney squares.  Based on that difference alone I would favor treating the two differently when it comes to notifications on incoming to a tourney square and an incoming encampment for a square adjacent to a city.

I wonder if the tourney experience could be improved if tactics such as feint attacks were applicable then those holding a square would have a choice to send reinforcements or to maintain larger defensive forces than necessary leaving other squares potentially vulnerable?  Or with the number of squares and participants does this just amount to excessive chaos?

Defense also appears to be at a significant disadvantage when holding a square.  There is no bonus as one might get when behind a castle wall.  Should there be a bonus assigned to the current holders of a square?  Perhaps a player could claim sov on the square for an additional defensive bonus?  Or do local alliances not need the bonus in an area where they may already have greater numbers?

Another idea I've been tossing around is not holding total time for a given square but have a winner declared every 24 hours.  The alliance with the most wins at the end of the tourney would be considered the winner of the square.  At 00:00 each day the square is cleared (encampments are destroyed or sent home) and the new day begins.  This would add a timing component to tournaments. 
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Dungshoveleux View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dungshoveleux Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2018 at 22:10
This could be got around by having a new kind of city = siege encampment.
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