Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - 09Aug11 - Diplomatic Visibility Changes
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic Closed09Aug11 - Diplomatic Visibility Changes

 Post Reply Post Reply Page  123>
Author
GM ThunderCat View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 11 Dec 2009
Location: Everywhere
Status: Offline
Points: 2157
Direct Link To This Post Topic: 09Aug11 - Diplomatic Visibility Changes
    Posted: 09 Aug 2011 at 22:42
DIPLOMATIC VISIBILITY CHANGES

The new world map allows us to offer greater flexibility in gameplay and strategy, the first change we are releasing today:

The release of the world map brought moving units which continuously update their position; and the visibility range of your towns being applied to all diplomatic units rather just those attacking your town.

Town Visibility 

Regardless of you current town focus you have a visibility radius around all your towns of;
(5 + Town Consulate Level/2) + (Visibility Discoveries * 2) squares
 
This is applied at the player level rather than that of the current town.

In addition to this we have now added two extra type of visibility:

Sovereignty Visibility 

To this visibility range, we have added a visibility radius around all the sovereignty squares you own of:
(1 + Sovereignty Level + Sovereignty Building Level)/2 squares
Again this is applied at the player level rather than that of the current town.
 
Diplomat Visibility 

Your moving diplomatic units now also have a visibility radius in which they can see other moving diplomats. These radii are as follows:

Scout:          1 square
Advanced Scout: 2 squares
Spy:            3 squares
Advanced Spy:   4 squares
 
This visibility radius travels with the diplomats and will cause any other diplomats in their radius to be visible on the world map - which they remain in this radius.

Again this is applied at the player level rather than that of the current town.

We hope this; and the future changes we will shortly be bringing in will lead to some interesting strategies.

Kind regards
TC


Edited by GM ThunderCat - 09 Oct 2011 at 02:20
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 09 Aug 2011 at 22:47
Assassins, Sabos and Thieves have no visibility?

This would allow a victim-player to try to track a diplo by launching his own diplo along the return path.  I dunno how well that would work, though.
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 09 Aug 2011 at 22:52
"(5 + Town Consulate Level/2) + (Visibility Discoveries * 2) squares"

Visibility Discoveries - being plural implies that there are other visibility discoveries beyond Inquisitive Populace. I would appreciate any additional information others have on these additional discoveries.

Edit: I have no idea why the text didn't wrap.


Edited by The_Dude - 09 Aug 2011 at 22:52
Back to Top
GM ThunderCat View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 11 Dec 2009
Location: Everywhere
Status: Offline
Points: 2157
Direct Link To This Post Posted: 09 Aug 2011 at 23:54
Originally posted by The_Dude The_Dude wrote:

Assassins, Sabos and Thieves have no visibility?
They are very focused on their jobs and aren't as skilled in just checking things out - they like the action too much.
Originally posted by The_Dude The_Dude wrote:

This would allow a victim-player to try to track a diplo by launching his own diplo along the return path.
Yes, although they still may need other player participation to follow the route, or if their speeds didn't match. Might be like a game of curling; though I'm sure players will come up with better methods.
Back to Top
threefoothree View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 02 Sep 2010
Location: tampa, florida
Status: Offline
Points: 88
Direct Link To This Post Posted: 10 Aug 2011 at 02:31
do you think we will be able to occupy a space for dips in the future so to set up a network of visibility?
Back to Top
Bartozzi View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 04 Jul 2011
Status: Offline
Points: 96
Direct Link To This Post Posted: 10 Aug 2011 at 07:32
A "Tracker" unit should be able to attempt following. Of course, this is a skill that could be added to existing dip units, esp. Scouts or Spies. It would be fun to have to send units out, not knowing if they will "pick up the trail."
Back to Top
Capricorne View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 15 May 2011
Status: Offline
Points: 117
Direct Link To This Post Posted: 10 Aug 2011 at 09:12
Woah Your idea is so cool 3f3!!! I'd love to have a spy network.
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 10 Aug 2011 at 15:50
Originally posted by threefoothree threefoothree wrote:

do you think we will be able to occupy a space for dips in the future so to set up a network of visibility?
That would be interesting - posting scouts and spies throughout the kingdom.  But I think the diplos would have to vulnerable to attack, too.  Otherwise, the map would be cluttered a zillion diplos on watch duty permanently.
Back to Top
Ander View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 24 Apr 2011
Status: Offline
Points: 1269
Direct Link To This Post Posted: 10 Aug 2011 at 16:04
Originally posted by The_Dude The_Dude wrote:

Originally posted by threefoothree threefoothree wrote:

do you think we will be able to occupy a space for dips in the future so to set up a network of visibility?
That would be interesting - posting scouts and spies throughout the kingdom.  But I think the diplos would have to vulnerable to attack, too.  Otherwise, the map would be cluttered a zillion diplos on watch duty permanently.

maybe watch towers will be introduced later? now sovereignty can do a little in that aspect but it is very expensive for just one square visibility
Back to Top
Dakota Strider View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 03 May 2011
Location: USA
Status: Offline
Points: 62
Direct Link To This Post Posted: 10 Aug 2011 at 23:30
I agree with the idea of thieves moving through the countryside, relatively unseen.  But, this concept only makes sense when thieves move in very small numbers.  When thieves start to move in bands of tens, hundreds, or thousands, they no longer become a stealthy group of individuals, but become a small army of pillagers.  And this is when they have their packs empty.  Adding 50 to 76 pounds of plunder to each thief as they make their escape, should increase their chances of being followed, by any halfway competent tracker.

My suggestion would be, that for every 10 thieves in a group, they become visible 1 square further away than normal.   There is room for compromise on this, but game balance should be the most important aspect.

This would lead to different strategies for those sending out thieves. Larger players can still send hordes of thieves out.  They can do it in one large group, and take the chance of being noticed much more easily.  Or they could send them out in many groups, but in small numbers.  If all of these small groups attack the same target, they increase the chance of being successfully followed.  Or they could split up amongst multiple targets, and greatly reduce the chance of being caught.

Defensively, it gives newer or smaller players a better chance at surviving theft attacks, or at least not be greatly harmed by them.   And for all I know, with these new rules, modified with this increased visibility modifier based on thief group size, may still be able to move relatively unseen across the countryside.  But at least it would give those attempting to track them a fighting chance to follow.
Back to Top
 Post Reply Post Reply Page  123>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.