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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
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Posted: 27 Aug 2012 at 20:39 |
geofrey wrote:
a few points:
Your idea is in response to the lack of balance between the cost of a conflict and the reward. A problem that many senior players recognize, and a problem that the DEV team will want to address at some point.
I think something like this is a great idea and would give more reason for mild hostilities aswell as reward for succesfully overpowering the enemies encampment.
A few modifications on your subjugating: - Subjugation is a military maneuver, similar to blockade/raid/attack/siege. - To subjugate a city your forces must attack the city, defeat 100% of the hostile forces, and then maintain an occupation within that cities walls. (NAP rules apply) - You can only subjugate an enemy town for as long as you maintain a garrison capable of controlling the town. 1:1 troop/population ratio. - Eats up gold/hour to subjugate another city. The farther away it is from one of your towns, the more expensive it is to maintain. - While under your rule, the town can be forced to pay you taxes in the form of production per hour. This would apply to harvested resources, resources/hour, and crafted resources (example 10-50% of every item produced/harvested gets sent to you). - The player being subjugated by your forces is capable of building military units and an army in his subjugated city. They are safe from attack, but the player can choose to build an army and then have it attack his own city in an attempt to liberate his city.
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Those were basically the points i was making, except for the troop numbers must be equal or higher than the city population point. That would basically put 7 food plot cities out of reach of everyone except orcs, and even then they'll loose most of their army attacking a well-defended city and not have the troops to hold it. It's a bit extreme. I'd say 1 troop per 5 citizens would be good, if on the high side.
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 27 Aug 2012 at 20:01 |
a few points: Your idea is in response to the lack of balance between the cost of a conflict and the reward. A problem that many senior players recognize, and a problem that the DEV team will want to address at some point.
I think something like this is a great idea and would give more reason for mild hostilities aswell as reward for succesfully overpowering the enemies encampment.
A few modifications on your subjugating: - Subjugation is a military maneuver, similar to blockade/raid/attack/siege. - To subjugate a city your forces must attack the city, defeat 100% of the hostile forces, and then maintain an occupation within that cities walls. (NAP rules apply) - You can only subjugate an enemy town for as long as you maintain a garrison capable of controlling the town. 1:1 troop/population ratio. - Eats up gold/hour to subjugate another city. The farther away it is from one of your towns, the more expensive it is to maintain. - While under your rule, the town can be forced to pay you taxes in the form of production per hour. This would apply to harvested resources, resources/hour, and crafted resources (example 10-50% of every item produced/harvested gets sent to you). - The player being subjugated by your forces is capable of building military units and an army in his subjugated city. They are safe from attack, but the player can choose to build an army and then have it attack his own city in an attempt to liberate his city.
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Gaia Nutella Tulips
Greenhorn
Joined: 22 Jun 2011
Status: Offline
Points: 62
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Posted: 27 Aug 2012 at 19:49 |
DeathDealer89 wrote:
I would say subugate a city and you get a certain amount of gold (maybe even allow the subjugater to choose the tax rate) Something that would hurt the player being occupied but not simply make those people who mass farm the best in the game (this is the main problem if I have with this). Also how come attacking doesn't bring back gold? Attacking NPC's brings back gold attacking a city does not?? |
Good questions raised none of which I can answer.. I blame the FSM >:D Now I will stop trolling and add my tuppence worth to this awesome thread.
I like the occupation idea - I think that all the caravans from the player should be disabled for a week or so and that every day 10% of the adv res and gold the player produces are shipped to the conquerors' town SIMILAR TO Alliance tax (cursed be that tax..) On leaving the city (unless it is recalled via messenger in which case the % should be smaller) the occupying forces takes some basics and unthievable items with them.
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
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Posted: 27 Aug 2012 at 18:09 |
I would also like to add:
The devs have mentioned that the battle when attacking the city, takes place in front of the walls, and the basic res taken is that which is outside the walls and the enemy army never actually makes it into the city.
What i'm suggesting is some sort of "trojan horse" stratagem (as mentioned above, only has a certain probability of working, perhaps depending on population levels and/or troop counts) for the army to slip in a back way or someone opening the gates for them.
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 27 Aug 2012 at 18:04 |
I like this idea, maybe some work with the exact way it is implemented. For example, I would say subugate a city and you get a certain amount of gold (maybe even allow the subjugater to choose the tax rate) Something that would hurt the player being occupied but not simply make those people who mass farm the best in the game (this is the main problem if I have with this).
For now i think the devs have enough to come up with but I do like this idea. Also how come attacking doesn't bring back gold? Attacking NPC's brings back gold attacking a city does not??
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Vanerin
Forum Warrior
Joined: 05 Oct 2011
Status: Offline
Points: 418
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Posted: 27 Aug 2012 at 17:55 |
Smoking GNU wrote:
The devs want conflict, but they're not getting it because ppl are hesitant to attack each others A) because it could be too costly and B) people who loose cities entirely due to siege usually just quit the game out of frustration (due to months of effort lost)
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I have not seen the devs say they wanted more conflict. (They might have and I just missed it) But I have heard them say they wanted more opportunities for friction. But this is totally not the same thing as what you said.
I am not saying I disagree with your proposal (I have not decided yet), but I think it is important to keep this distinction.
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TomBombadil
Greenhorn
Joined: 15 Aug 2012
Status: Offline
Points: 78
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Posted: 27 Aug 2012 at 17:17 |
This, I say, is a most excellent idea!
At the moment we can either completely destroy a city (which is highly undesirable unless you just want to see the whole world burn)... Or we can blockade/raid/annoy someone's city with high risk to our troops and minimal gain.
Being able to invade and occupy a city, demanding it to pay tributes or agreeing to certain terms, can be a very effective tool. Until of course the natives drive out your troops or you start taking too much attrition... or someone sends a relief force of thousands of poisonous crawlers.
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
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Posted: 27 Aug 2012 at 17:00 |
I did say that the occupation would only last as long as you set the period, to a max of 15 day like any other "stay here on this tile" stratagem"
And yes, wars ARE too costly. The devs want conflict, but they're not getting it because ppl are hesitant to attack each others A) because it could be too costly and B) people who loose cities entirely due to siege usually just quit the game out of frustration (due to months of effort lost)
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
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Posted: 27 Aug 2012 at 16:58 |
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Good point. Make it some kind of calculation of troop count versus city population (and make smaller cities immune, say under 2K pop your commanders refuse because it's dishonorable)
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Innoble
Wordsmith
Joined: 06 Dec 2011
Status: Offline
Points: 141
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Posted: 27 Aug 2012 at 16:57 |
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Pretty sure you took this idea from astro empires. People were
perma-occed (permanently occupied) there until they abandoned their account. I know this, because I did it several times. Cleaning out a galaxy for myself. Would exodus be
allowed under these conditions?
I think this change can be pretty harsh as well. Not saying i
necessarily disagree with this, but don't we first have to ask
ourselves: Do we *want* war to be less costly? Your post assumes this is
a generally accepted view, but I doubt that.
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