| Author |
Topic Search Topic Options
|
HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
|
Posted: 01 Apr 2010 at 01:28 |
|
Jim, you haven't played many browser-based strategy games, have you?
|
 |
rescendent
Greenhorn
Joined: 05 Mar 2010
Status: Offline
Points: 60
|
Posted: 01 Apr 2010 at 01:24 |
GM Stormcrow wrote:
This left us with the following options: 1. Make the first city built invulnerable to complete destruction by another player 2. Make the last city built invulnerable to complete destruction by another player 3. Allow a player to designate a single city as the capital (invulnerable) once they have a second city 4. Make no city invulnerable except the last suriving one 5. Make the player's first, invulnerable capital city expire its invulnerability after a period of time.
... I'm willing to entertain any other suggestions that are better - but please make sure you think them all through and argue them from all perspectives, including potentially exploitable ones.
|
Make all cities vulnerable to complete destruction - however when last city is destroyed the player respawns to random location with new city and n00b protection?
Edited by rescendent - 01 Apr 2010 at 01:24
|
 |
Jim
New Poster
Joined: 25 Mar 2010
Status: Offline
Points: 33
|
Posted: 01 Apr 2010 at 00:53 |
Well like I said, I hope you guys are right. Contrary to what idiotpoodle said I totally admit I could be wrong. Maybe endlessly going round in circles without ever being able to kill or be killed is the way to go. :)
|
 |
rescendent
Greenhorn
Joined: 05 Mar 2010
Status: Offline
Points: 60
|
Posted: 01 Apr 2010 at 00:27 |
|
You can't kill all of the people all of the time, or there'd be nobody left to respect you...
|
 |
Jim
New Poster
Joined: 25 Mar 2010
Status: Offline
Points: 33
|
Posted: 01 Apr 2010 at 00:22 |
|
I smiled at your joke. You have me completely wrong poodle. But I think I have you pegged right. You are a complete fool.
|
 |
LauraChristine
Greenhorn
Joined: 22 Feb 2010
Location: Nottingham
Status: Offline
Points: 56
|
Posted: 31 Mar 2010 at 22:57 |
KillerPoodle wrote:
So let's see:
1) No sense of humor 2) Completely convinced he's right and everyone with a different view point is wrong. 3) Convinced that the sky is falling because of one game mechanic. 4) When given an answer, starts spamming everywhere to try to get around the answer.
Good way to make friends and influence people there, bud. How about you actually live in the game for a while before writing it off so quickly.
|
.... likes
xx
|
|
Cake
|
 |
KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
|
Posted: 31 Mar 2010 at 22:35 |
Jim wrote:
:) Indeed. Now Stormcrow you see why I asked for this discussion in a private petition. Because sometimes you cannot ask what you want without giving away your tactics. No point in attacking me though Poodle, you can bruise me but you cant kill me. So why bother :) |
So let's see: 1) No sense of humor 2) Completely convinced he's right and everyone with a different view point is wrong. 3) Convinced that the sky is falling because of one game mechanic. 4) When given an answer, starts spamming everywhere to try to get around the answer. Good way to make friends and influence people there, bud. How about you actually live in the game for a while before writing it off so quickly.
|
 |
Jim
New Poster
Joined: 25 Mar 2010
Status: Offline
Points: 33
|
Posted: 31 Mar 2010 at 20:36 |
P.S Oh and the longer a city is pounded for without being destroyed the more likely it is that it will join the biggest alliances to get protection, polarising and stalemating the game even faster. Even second cities are unlikely to fall if a siege lasts too long. They will be saved by joining alliances. More I think on it the more unlikely it seems that any decent action will be had. Its going to be all about wood gathering.
Hope you right, me wrong. :)
|
 |
Jim
New Poster
Joined: 25 Mar 2010
Status: Offline
Points: 33
|
Posted: 31 Mar 2010 at 19:53 |
Well thank you for your reply Stormcrow, but at the end of the day the game has to be about conquest - "smite your foes" your artwork says. I understand that you want to have as many active players as possible but I still dont see how beating a city down to a shell without destroying it is better for anyone, least of all the victim. I guess most guys will either quit or restart the game anyhow if somebody has their foot on their throat preventing them recovering. Even if you remove inactive cities you have still taken away the thrill of the kill.
I hear you say that you think this rule prevents clusters growing too fast but I dont think it will make very much difference to that. If a capital city could only be destroyed not captured, that would be ok. It would still allow you to stamp your territory without benefitting directly.
In practice I guess nearly all cities will either be capital cities or members of big alliances, therefore very unlikely to be defeated. People will build up huge siege mechanics and be unable or too afraid to put them to much use, the game will stagnate.
The advantages of allowing capital cities to be destroyed seem to far outweigh the disadvantages.
Thanks for your time.
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
|
Posted: 31 Mar 2010 at 19:05 |
GM Stormcrow wrote:
We'd much rather a player in this situation (who could not / would not /
or was unwilling to seek an alternative way out of the situation)
abandoned their account and - if they wished to restart on the same
server - set up a new account and were randomly assigned to a new
starting position as a new player.
To help this process along we
will be putting in place a procedure whereby accounts that have not
grown in population (or had a player log in to that account) for a
period of 3 weeks will go into "abandoned" mode. The player will
receive an out-of-game email telling him or her the city has effectively
been abandoned, and the city will cease to generate resources. One
week later, if there's still no login, the account will be closed and
the city removed from the game.
|
In regard to these points, I'm concerned about some prestige and identity-related issues: 1) Can a player restart from the same account or somehow forward purchased prestige to the new account? Can he optionally retain his username and account id? Or is he forced to abandon one or both of financial investment and a username that he may consider intrinsic to his online presence? Some people like myself invest heavily into a single username whose reputation has been cultivated for many years. Losing my username would be a deeper fatality than losing my account. 2) Are accounts that have purchased prestige also be subject to inactivity-triggered account closure? Will the account holder be able to re-open/restart his account and retain the purchased prestige? It becomes a sticky matter if real world money could be deducted without any recourse to reclaim the benefit of that investment. Also, could you clarify the issue with option #4? How does it make clusters more impenetrable? Do you mean clusters comprised entirely of single-city accounts, and if so, why would any strategist allow those cities to be their last? This is not a serious issue for me, but you know me...I'm picky. I do believe #3 and #5 are the worst options by far. Option #2 just complicates matters and makes no sense.
|
 |