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Topic ClosedCity Subjugation

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Hadus View Drop Down
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Direct Link To This Post Posted: 09 Sep 2012 at 21:59
What if Raid was modified to be more unique? Instead of only commiting a portion of the attack, it commits everyone. If the attackers win, the survivors of the army storm the city and do the following:
 
- Steal T1 res (only the Basic 5)
- Interrupt building and research queues
- Deals up to a certain amount of p/h (based on the number of survivors that storm) by de-leveling buildings.
 
It could be thought of as a "light" siege. The stolen res from army attacks never amounts to much in comparison to the units lost in battle, so it wouldn't be profitable. And it isn't like siege, where it continues until the city's fallen. But it certainly is strong enough to send a message to the player.
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Direct Link To This Post Posted: 10 Sep 2012 at 01:04
random roll of loss greatly changes strategy, the attacker has to plan on several attacks or one major attack always with the knowledge that any attack has a slight random chance of failure, this chance prevents bullying and is done by a simple dice roll mech that the devs can easily implement as they have done with thieving......that random chance totally changed my plan of stealing people blind
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Hadus View Drop Down
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Direct Link To This Post Posted: 10 Sep 2012 at 15:01
Originally posted by gameplayer gameplayer wrote:

random roll of loss greatly changes strategy, the attacker has to plan on several attacks or one major attack always with the knowledge that any attack has a slight random chance of failure, this chance prevents bullying and is done by a simple dice roll mech that the devs can easily implement as they have done with thieving......that random chance totally changed my plan of stealing people blind
The problem with random chance is that while it does add a bit of strategy in the way you mention (sending smaller attacks to reduce unfortunate losses), it ends up potentially destroying any other strategy since you can never rely on the given tactic without factoring in potential failure. Essentially reducing the mechanic to probability.
 
Don't you think the devs are smart enough to come up with strategy-increasing game mechanics that don't revolve around luck? They've said themselves they don't like the random diplo failure anyway.
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