Adding Depth to Controlling Areas |
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Hora
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Joined: 10 May 2010 Status: Offline Points: 839 |
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Posted: 06 May 2014 at 00:53 |
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Problem I see here is the need to predefine certain area sizes.
I'd much rather see sov structures like walls, gates, watchtowers, etc. to hinder enemy troops and take a fee on enemy caravans... ...oh, and roads and pathfinding, of course... would fit together nicely! ![]() |
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geofrey
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Joined: 31 May 2011 Status: Offline Points: 1013 |
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Posted: 05 May 2014 at 19:58 |
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Great concept! I suggested a similar concept of regional capitols that were neutral territories that could belong to a person.
Arctic55's suggestion of having 4 castles in each region, and you must control a portion of those before trying to capture the region office is great. Encourages alliance coordination and puts in some barriers to conquering a region. I'd like to elaborate on that and suggest that it shouldn't be hard set at 4. Larger regions should get more, and smaller regions should get less. The biggest hurdle to making these regional control concepts work, is providing incentive. Having your name on the map is probably not enough incentive. In my regional capitol suggestions, I proposed that anyone who controls the regional capitol, or governor's office, gets to set some region wide benefits. But they must choose between them, such as choosing between faster manufacturing, faster travel times, or reduced trade tax. The other struggle is keeping the game balanced. You don't want the incentive to make it impossible to defeat the alliance that has it. So alliance specific incentives can not be too steep, but they still must be interesting. Like a 1% increase in troop building time. |
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Sheza
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Joined: 16 Oct 2012 Location: Kumala Status: Offline Points: 325 |
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Posted: 05 May 2014 at 18:47 |
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Cap cities like in age two ??
is that what you mean .?
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If Horses don't go to Heaven when they die. then I want to go where they go.
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Arctic55
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Joined: 26 Sep 2011 Status: Offline Points: 379 |
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Posted: 05 May 2014 at 05:12 |
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sooo... I kinda had a similar idea. A region could be controlled by owning the regional capital. But the region should have 4 forts to the North, South, East, and West of the capital; all at the very edge of the regions. So, if any alliance wants to "control" a region, they must first control all four forts, and then they can attempt the capture the region's capital city. Forts and capital cities work kinda like tourny squares. So basicly here is how it works in more detail.
Note: Alliance Names are not real, I just made them up to avoid confusion: Alliance A=Alpha, Alliance B=Beta, Alliance C=Charlie, Alliance D=Delta, and Alliance E=Echo. Alpha has 100k troops in all the forts and the capital city of a region (note: the forts gives a bonus equal to a level 10 wall and the city gives a bonus equal to a level 20 wall). Beta decides they want the region. Beta therefore, swarms the West fort and capture it by wiping out all the defenders and occupying. But they don't have the troops to continue with the other three forts. So Beta hires Charlie and Delta to take out the other three forts and hand over control. Charlie fulfills the contract and eventually captures the East and South forts and then leaves them just before Beta's troops arrive to take control. But Delta does not comply, and they take control of the North fort and pile hordes of troops into it. By this time, Beta has built up their troops, and they crush Delta's troops and gain control of the North fort. Now Beta has gained control of all four forts. But Alpha however, has piled all their troops into the region's capital city. Beta therefore hires Echo, Alpha's enemy, to lay siege to Alpha's towns forcing Alpha to recall troops from the region's capital. Then Beta takes the offensive and attacks the capital city of the region and gains control, therefore becoming the "controller" of the region. Ok, so that's kinda how it works, but why would one want to control a capital? Simple, a prize. Prizes should be, a unique medal for each region that cannot be recreated in the medal creator and your whole alliance receives it after capturing a region's capital city. For every region your alliance controls, you get 20 Elite Preatorians every hour, 1 of each elemental soldier thingys for every 24hours held, 1 random dragon for every week held, and 100 prestige to your alliance pool for every month held. What do yall think? Edited by Arctic55 - 05 May 2014 at 05:14 |
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Drakehiro
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Joined: 05 May 2014 Location: United States Status: Offline Points: 2 |
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Posted: 05 May 2014 at 04:05 |
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I am a noobie to illyriad but definitely no to the RTS environment.
A little background: I started Evony when I was 14, started LoU when I was 16. Started Illyriad when I was 19 (currently 19). Right now I see alliances saying they have taken over a specific area but it is not really set in stone and wars break loose challenging that say say. I have also noticed you can have the ability to promote one of your cities in your alliance as the alliance city state. My suggestion is to expand upon this ability to promote cities to certain roles. I think there should either be 1 of two options. First option: NPS like cities in which alliances fight for control over the cities which will officially claim right over a certain area. You can have main capitals and regional "forts" for alliances to fight control over. Option 2: The ability for alliances to promote their own cities (much like the alliance capital) to region capitals and "forts". Basically how this might work is the alliance must occupy a certain percentage of the area before being able to promote a city. This would allow for dominance control in illyriad and have more fun stats to look at like who has the most control over where and maybe even certain area have certain bonuses like tarroc gives you amazing wood supply production <3 |
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