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StJude
Postmaster
Joined: 12 Jun 2011 Status: Offline Points: 568 |
Posted: 25 Oct 2011 at 17:13 |
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Appreciate the link! Seems some back reading is in order!
Yes, it is was the only recourse we saw based on current mechanics to save at least one city.
Fair enough, thank you for taking the time to respond.
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GM Stormcrow
Moderator Group
GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
Posted: 25 Oct 2011 at 16:56 |
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The Peace of the Camp rule has been around since about May 2010 and was introduced when reinforcing armies was introduced, and is detailed here. It's a highly under-utilised ruleset imo. In order to ensure that the city moving via exodus (or the settlers moving to settle a new city) do not get destroyed by a hostile or neutral occupying army in situ at the arrival location, at the time of arrival any occupying forces are deemed "friendly" to the town regardless of their affiliation, and so the Peace of the Camp rule kicks in. Another anomaly has also recently come to light in that it appears that it is also possible to use Tenaril's Relocation spell to teleport your city on top of a hostile occupying army - something the Tenaril's ruleset does not prevent due to the Peace of the Camp ruleset - and this is also something we will need to handle more elegantly in the future.
Sorry if I wasn't clear enough. We're not going to be making any changes to handle this current situation nor reinstating any lost armies/cities or whatever; simply because this isn't a bug, it's a very long-standing and pre-existing game mechanic, regardless of whether it is "realistic" or not. This game mechanic has been used in the past to benefit players to the detriment of others - and it's not something we're going to be changing retrospectively. Whilst I agree that we can all see better and more realistic ways of handling these circumstances in a future patch, for the moment things are what they are, and always have been. Regards, SC
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StJude
Postmaster
Joined: 12 Jun 2011 Status: Offline Points: 568 |
Posted: 25 Oct 2011 at 16:13 |
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The timing of events would seem to me to be important in the area of who "claims" the square first. Army or city? Are the other events and their timing important? Debatable, but for now the central issue is the city landing before the siege. I think everyone agrees on that point.
Not a fan either, but would definitely be realistic.
Not the end of the world, after the army leaves or after 5 days when the player forces it to leave, you could simply claim Sov level 5 on the square and move again.
This is what we expected to happen when the siege landed
The Peace of the Camp rule? Would you mind elaborating on that mechanic? So, as the rule is currently, if a player sends a siege or blockade on a city, and some poor newbie happens to use Tenaril's on that square before the siege or blockade arrives, then the siege or blockade will take up residence in the newbies city?
So, based on the earlier comment that it makes sense that an incoming siege that landed on an already established city should have it's orders changed to attack or raid, how will you be handling this current situation? Has Borg lost his city and the game mechanic will remain in play? Or will the game mechanic be modified as stated above and will his city be restored?
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GM Stormcrow
Moderator Group
GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
Posted: 25 Oct 2011 at 16:00 |
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I'm not sure the timing of events is actually important at all - it's the fact that both were in motion at the same time and neither had "landed" on the square. I don't want to get into a situation whereby we're "blocking" off squares from people sending armies to them without any indication of why they're blocked from moving to a square (ie because a city is inbound to it via Exodus) as that will simply become a Petition generating machine, as well as not really having any "realism" to it. If we were being "realistic" about things, we should have whatever army was in the Exodus-moving city fight any hostiles on the arrival square, and if they lost the battle, the city would be instantly lost. But I don't like that very much either. I feel that bouncing the city to the nearest unoccupied, non-sovereign square and having it settle there is probably the best way to deal with the situation of a city arriving on top of a hostile force in the future. I also feel that inbound hostile armies that arrive after the city has been established should have their orders changed to one-off attacks (or raids?) against the newly arrived city, as a better way of doing things. However, what's currently happening is what's always been the case in the existing ruleset if you actually settled a city via settlers (rather than exodus). ie - and this is the critical bit - *nothing* here is related specifically to Exodus. It's always been this way for normal settling of cities using settlers. This isn't an Exodus "bug", it is the (I agree, unrealistic and imperfect) way that it's always been done under the game rules for settling. The Peace of the Camp rule is in force, and always has been. So this situation isn't anything new - I believe players in the past have dealt with the Peace of the Camp rule by temporarily dropping out of their alliance, sending their own army out somewhere on a brief road-trip, and having the alliance attack their city to clear out the (hostile) defenders. As it is an understood (albeit, I agree, unrealistic and imperfect) game mechanic that has been used in the past, we're not willing to intervene or change game rules as a knee-jerk reaction to a longstanding game mechanic. Regards, SC
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Zork2012
Wordsmith
Joined: 16 Jun 2011 Status: Offline Points: 135 |
Posted: 25 Oct 2011 at 15:46 |
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Kumomoto, I think we agree on this point, the siege should have hit Judes city as an attack. That would follow logic.
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Kumomoto
Postmaster General
Joined: 19 Oct 2009 Status: Offline Points: 2224 |
Posted: 25 Oct 2011 at 13:55 |
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I think this is spot on! |
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Gilthoniel
Forum Warrior
Joined: 11 Oct 2011 Location: Cuiviénen Status: Offline Points: 211 |
Posted: 25 Oct 2011 at 10:32 |
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Mr Damage has hit the nail on the head. We don't need players trying to score points off each other in this thread. I am a new player but I would like to endorse this and hope that GM's sort it out quickly.
The only only thing I would add is that where a player suffers loss because of a failed mechanic they should be compensated . It is only fair.
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Mr Damage
Postmaster
Joined: 01 Jan 2011 Status: Offline Points: 598 |
Posted: 25 Oct 2011 at 07:29 |
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Personally I say the mechanics should follow logic, if the city arrives first then the siege hits a stone wall and is open to attack, if the troops/siege land first then the city hits a roadblock and is open to attack, either scenario, the best army wins. It is irrelevant what is the current scenario and what has occurred in the past, making change for game balance is the intention of this thread I think, so over to you Devs its your move,
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Koragg
Greenhorn
Joined: 24 Oct 2011 Status: Offline Points: 67 |
Posted: 25 Oct 2011 at 02:46 |
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This could be disasterous if the tile chosen has only 1 or 2 resource tiles, as it would be a sudden and unplanned loss of anywhere from 1/2 to 2/3 of base production. Imagine landing on a 1 food tile and suddenly you have no food to support your town.
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StJude
Postmaster
Joined: 12 Jun 2011 Status: Offline Points: 568 |
Posted: 25 Oct 2011 at 02:46 |
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Again, if you and Mana wish to make complaints, I would kindly request you start a thread in the Bitter Sea. This thread, last I looked, is to do with the Exodus mechanic and its interaction with other mechanics. |
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