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Garth
Forum Warrior
Joined: 10 May 2012
Location: Somewhere, USA
Status: Offline
Points: 249
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Topic: 10x10 Square instead of Circle Posted: 01 Jan 2013 at 23:29 |
Progressor wrote:
It's discussions like these that make me long for a hex grid. :-p
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QFT
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Garthen
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Progressor
Greenhorn
Joined: 07 Mar 2012
Location: Netherlands
Status: Offline
Points: 62
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Posted: 01 Jan 2013 at 22:58 |
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It's discussions like these that make me long for a hex grid. :-p
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Vanerin
Forum Warrior
Joined: 05 Oct 2011
Status: Offline
Points: 418
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Posted: 01 Jan 2013 at 22:31 |
hehe, I never said it would be efficient, just effective. You can not teleport/exodus/settle/spawn on someone's sov. I agree it would be a total waste, but if your space is that important to you...
~Vanerin
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Loud Whispers
Wordsmith
Joined: 31 Jul 2012
Location: Saltmines
Status: Offline
Points: 196
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Posted: 01 Jan 2013 at 20:58 |
Rorgash wrote:
you can yes, but you can only build 20 buildings making the other 130 a HUGE waste of money and you would run deeply negative on research aswell making it very expensive to retain
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Yeah but you could also say you're the guy who's taken a share of 1505 squares of land!
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Epidemic
Postmaster
Joined: 03 Nov 2012
Location: USA
Status: Offline
Points: 768
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Posted: 01 Jan 2013 at 16:37 |
Gameplayer, you'd be better off playing one of those thousands of dead games out there that have a million towns crammed together with a few dozen diehards who terrorize any newbs dumb enough to join the game. Rorgash, I thought i'd never say this...but i'd have to agree with you, an orc, on this matter. The devs set the guidelines but the players set the gameplay. Razing the town may be the only option.
Edited by Epidemic - 01 Jan 2013 at 16:38
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twilights
Postmaster
Joined: 21 May 2012
Status: Offline
Points: 915
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Posted: 01 Jan 2013 at 12:14 |
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mmmmmmmmm some of us are exploring maxing our sov spaces to prevent peeps from coming into our whole regions (124 squares). that 10x10 rule is excellent cause then we dont have to kill peeps and will keep alot of people from playing the game...gosh right now the game allows u to keep inactive accounts in the game forever using simple tricks.....good locations are disappearing by strategic castle placement.....oh this also makes all those players that log in once a month or less so important too....those fb accounts with auto logins become very important with this...this definitely will be a gamechanger, maybe go in the opposite direction?
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Rorgash
Postmaster
Joined: 23 Aug 2011
Status: Offline
Points: 894
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Posted: 01 Jan 2013 at 10:47 |
Vanerin wrote:
It is totally possible to claim 150 sov squares. It is just not particularly useful yet. One of the best uses of it (imo) is marking squares you don't want settled/moved on. So if you really want to keep your 120 squares clear, this would be the most effective method.
~Vanerin |
effective method?! are you crazy?! you wanna pay hundreds of thousands in gold each day and go thousands negative in research because someone MIGHT land there once a year?!
the most effective and cheapest way is, have a freaking army and raze the town...
Edited by Rorgash - 01 Jan 2013 at 10:48
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Darmon
Forum Warrior
Joined: 15 Aug 2012
Status: Offline
Points: 315
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Posted: 01 Jan 2013 at 03:18 |
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I thought the 10-square policy was just a de facto "rule" that players derived from the limitations on Tenaril's and Exodus? Since the devs say they want a certain level of tension, I wonder if that range limitation will be reduced if/when the world becomes more crowded... Do you suppose that would affect the policy?
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 01 Jan 2013 at 01:42 |
Vanerin wrote:
It is totally possible to claim 150 sov squares. It is just not particularly useful yet. One of the best uses of it (imo) is marking squares you don't want settled/moved on. So if you really want to keep your 120 squares clear, this would be the most effective method.
~Vanerin |
Disagree - that would be a complete waste of research points.
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"This is a bad idea and we shouldn't do it." - endorsement by HM
"a little name-calling is a positive thing." - Rill
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Ferog
New Poster
Joined: 08 Oct 2012
Location: New Zealand
Status: Offline
Points: 5
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Posted: 01 Jan 2013 at 01:26 |
I agree with the need for a limit of how close you can land a city next to another player to avoid going literally adjacent to another player in a worst-case situation. 10x10 seems fair to me.
The problem seems to be the understanding of how that is applied. Some look at it mathematically with a radius that includes a fraction of a square.... others see it as 10x10 as seen from a map of an appropriate size (which in my opinion is scale 9). Many use things such as IllyTools to make their decision which of course is not an official tool in any way.
Assuming we need a rule like the 10x10 (which as I said, I think we do) - it must be defined in a way that's easy to understand and any player (regardless of prestige, add-on tools, spreadsheets or calculators) can apply just by using the map.
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