Charging for Hubspace |
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Captain Kindly
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Joined: 19 Aug 2011 Location: Fremorn Status: Offline Points: 276 |
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Posted: 10 Aug 2014 at 13:29 |
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How about having to send your own guards there? For example a number of diplos attached to a commander, or even a merchant.
Make the number of guards needed depending on the amount of goods you have there. The upkeep for said units will be your 'tax'.
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Albatross
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Joined: 11 May 2011 Status: Offline Points: 1118 |
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Posted: 10 Aug 2014 at 13:27 |
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The trick is finding something simple and understandable.
Here's a mechanism that's not quite simple enough:
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Corwin
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Joined: 21 Jun 2011 Location: Farshards Status: Offline Points: 310 |
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Posted: 10 Aug 2014 at 08:49 |
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I like the idea of diploing trade hubs, but I don't see how that could work in a balanced way. imo it's a bit silly we can store limitless amounts of gold and resources save in a single hub without paying for it and without any risk of losing some of it.
For diploing towns I would say: let only the amount of thieves takes stuff that pass the towns defense. If you have 1000 attack and the towns defense is 500 only the 500 that pass the defense should do damage.
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 10 Aug 2014 at 08:35 |
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The random total failure mechanic was lame, in my opinion. I would go for diplo casualties, but would they be one way (suffered by the attacker only) or two way? Runes already provide a minor deterrent.
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 10 Aug 2014 at 07:52 |
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I'm not sure that theft mechanics are very well balanced now. The lack of a random total failure with loss of all units tends to promote creation of very large thief armies. The most appropriate balance to that, imo, would be the completion of the proposed change where some units on each side might be lost in diplo battles, similar to the way military mechanics work.
Failing the implementation of the rest of that intended change, safe hub storage is a reasonable balance to lack of catastrophic failure to act as a counterbalance (as opposed to everyone having to build massive thief armies merely to protect some level of resources). Without either some disincentive to using large groups of thieves (such as catastrophic failure) or a safe storage alternative, the thief mechanics become similar to SimCity disasters -- unpredictable, impossible to defend against, and disruptive. To me, that's unfun.
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Angrim
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Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
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Posted: 10 Aug 2014 at 07:17 |
Edited by Angrim - 10 Aug 2014 at 07:30 |
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abstractdream
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Joined: 02 Oct 2011 Location: Oarnamly Status: Offline Points: 1857 |
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Posted: 10 Aug 2014 at 04:15 |
On the other hand, no. Never mind. |
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 10 Aug 2014 at 04:03 |
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Perhaps it could vary based on how much the faction likes you?
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Arctic55
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Joined: 26 Sep 2011 Status: Offline Points: 379 |
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Posted: 10 Aug 2014 at 03:36 |
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I dislike this idea. End of discussion.
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Llannedd
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Joined: 28 Jun 2014 Status: Offline Points: 139 |
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Posted: 10 Aug 2014 at 02:38 |
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From a purely commercial point of view, imposing additional penalties on players is probably not a wise business decision. It certainly won't help in attracting new players, and would undoubtedly cause at least some existing players to leave the game, particularly if they were already "borderline" in terms of staying (straws and camels' backs come to mind).
The devs would be wiser to focus on positive content to make the game more interesting, rather than looking for ways to make it more frustrating.
Edited by Llannedd - 10 Aug 2014 at 02:39 |
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