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kitmub View Drop Down
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Direct Link To This Post Topic: Alliances
    Posted: 28 Oct 2010 at 10:21
ooops Pinch wasnt able to delete the last part of the qoute

i was only agreeing on the part to take control or fight against factions
that gives benefits to the alliance which may lead to alliance competition
and NOT Forcing war but rather an option to get faction benefit


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Direct Link To This Post Posted: 28 Oct 2010 at 10:00
No it would ruin the possibility of playing the game from different paths. If you want more war you must make it yourself, but I have suggested that waging war/raiding, but also trading and other player interaction should be more profitable and there would be things that you could not achieve by building them in your town.
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Direct Link To This Post Posted: 28 Oct 2010 at 07:54
Originally posted by some random guy some random guy wrote:

That could destroy the idea of a newbie training alliance, which would destroy the game's new players, which would make them quit, which would make there be a small amount of players who actually got into the game, which would completely destroy the game.  Period.

if that happens then the game diesCry and i goWackoreallyWackoand startCrymore.
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Direct Link To This Post Posted: 27 Oct 2010 at 13:47
Originally posted by col0005 col0005 wrote:

however forcing clashes could work once faction AI, crafting, and a lot of things a long way off are implemented,  an event system could be implemented. Whereby the destruction/defence of a particular faction outpost is the objective. Trophies for these events would be permanent, plus unique items are awarded to any players deemed to have played a significant role on the winning side. Top 6 alliances are allocated a side, who then can attempt to bribe/convince lower alliances to help them out.
This would also be friendly conflict. Currently wars aren't very friendly when an entire town is what's at stake


i hope so for the factions ai Smile Star


Edited by kitmub - 27 Oct 2010 at 13:49
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some random guy View Drop Down
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Direct Link To This Post Posted: 27 Oct 2010 at 00:27
That could destroy the idea of a newbie training alliance, which would destroy the game's new players, which would make them quit, which would make there be a small amount of players who actually got into the game, which would completely destroy the game.  Period.
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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Direct Link To This Post Posted: 26 Oct 2010 at 12:42
Forcing wars?  Whats the use of diplomacy if game mechanics are going to make you war with random alliance A?

You and alliance A can just game the system anyways, unless the GMs make these wars even more restrictive.
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Direct Link To This Post Posted: 26 Oct 2010 at 02:10
For the most part this really is a very badly thought out suggestion, however that doesn't mean it should be entirely dis-regarded, forcing wars between alliances would destroy the way this game works, however forcing clashes could work once faction AI, crafting, and a lot of things a long way off are implemented,  an event system could be implemented. Whereby the destruction/defence of a particular faction outpost is the objective. Trophies for these events would be permanent, plus unique items are awarded to any players deemed to have played a significant role on the winning side. Top 6 alliances are allocated a side, who then can attempt to bribe/convince lower alliances to help them out.
This would also be friendly conflict. Currently wars aren't very friendly when an entire town is what's at stake
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Direct Link To This Post Posted: 26 Oct 2010 at 02:06
Originally posted by halfmooon halfmooon wrote:

Forced to attack against each other, i meant that there should be something what is irresistible for not to declare war.
Example:
Ultimate quest: Alliance X has got more popular among your citizens, your alliance need to destroy specific amount alliance X cities and kill population within time frame. If you fail in this mission you lost huge number of your citizens to alliance X. Same mission comes to Alliance X too ofc. Something like that... :)
They took our jobs! Get em!
 
Population is number of people with jobs btw, so your not feeding/paying the jobless. We run a fully employed economy. If you have unemployment, something is wrong.
 
What your suggesting is make a ton of people either dead/jobless. It would make a reenactment of the Great Depression, but we can agree that was not a fun time to live in.
I am not amused.
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Direct Link To This Post Posted: 25 Oct 2010 at 22:22
I dont think alot of players really know how much diplomacy there is in this game. If you want things to be like that attack some people. Why should there be a limit on alliance population? If you are a good leader you should have lots of population, that is how it works.
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Direct Link To This Post Posted: 25 Oct 2010 at 20:59
Forced to attack against each other, i meant that there should be something what is irresistible for not to declare war.
Example:
Ultimate quest: Alliance X has got more popular among your citizens, your alliance need to destroy specific amount alliance X cities and kill population within time frame. If you fail in this mission you lost huge number of your citizens to alliance X. Same mission comes to Alliance X too ofc. Something like that... :)
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