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Topic Closed09Aug11 - Diplomatic Visibility Changes

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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 11 Aug 2011 at 16:18
awesome sauce 
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Direct Link To This Post Posted: 11 Aug 2011 at 13:23
why pick on the thieves,the only role they play in the entire game is just that..thieving!
pinning them back with more hurdles takes away their speciality whether its in small teams or large.

Restricting their numbers relative to the size of the town/city they attack,  might be more appropriate, ie that the larger the town the more you can send would be fine,  having to keep sending groups of thieves out in small numbers is just simply making too much work on the keyboard, not mention very tedious.

restrictions on size of attacking thieve armies relative to town targets would also safeguard the smaller town without killing the concept of using thieves.

but TBH why restrict them at all? this is a game of all sorts, there will always be victims and besides,  from what ive seen in the GC,  people always gang up and track any would be perpertrators and get their justice one way or another as it is.


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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.
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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
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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.
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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.
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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."
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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?
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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.
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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
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