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GM ThunderCat
Moderator Group
GM
Joined: 11 Dec 2009
Location: Everywhere
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Points: 2157
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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
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
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Points: 2396
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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.
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
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Points: 2396
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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
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GM ThunderCat
Moderator Group
GM
Joined: 11 Dec 2009
Location: Everywhere
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Points: 2157
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Posted: 09 Aug 2011 at 23:54 |
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.
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.
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threefoothree
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Joined: 02 Sep 2010
Location: tampa, florida
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Points: 88
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Posted: 10 Aug 2011 at 02:31 |
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do you think we will be able to occupy a space for dips in the future so to set up a network of visibility?
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Bartozzi
Greenhorn
Joined: 04 Jul 2011
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Points: 96
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Posted: 10 Aug 2011 at 07:32 |
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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."
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Capricorne
Wordsmith
Joined: 15 May 2011
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Points: 117
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Posted: 10 Aug 2011 at 09:12 |
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Woah Your idea is so cool 3f3!!! I'd love to have a spy network.
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
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Points: 2396
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Posted: 10 Aug 2011 at 15:50 |
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?
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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.
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Ander
Postmaster General
Joined: 24 Apr 2011
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Points: 1269
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Posted: 10 Aug 2011 at 16:04 |
The_Dude wrote:
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
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Dakota Strider
Greenhorn
Joined: 03 May 2011
Location: USA
Status: Offline
Points: 62
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Posted: 10 Aug 2011 at 23:30 |
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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.
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