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Mandarins31 View Drop Down
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Direct Link To This Post Posted: 19 Jan 2011 at 21:24

restricting the restrictions? :p

im agree with you 1 hour wouldn't be enough.

actually the delay time will be 48h max for the prestige users. but we could imagine a 8 or 9 h possible delay time for the free accounts, with the said restrictions.



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Direct Link To This Post Posted: 19 Jan 2011 at 23:25
Why restrict it at all?  In the real world we have what are called consequences.  If I delay my army for any time, and then the enemy becomes a friend and pays you off in beer and gold, but I'm offline and miss that part, we get consequences.  Let the game unfold as it will and we will send ambassadors to a secret meeting later to straighten it all out.  I get to pick the time of launch, and the army is set aside the same as caravens in the marketplace.  They will not defend while waiting, they are subject to diplomatic attacks while waiting.  Prestige could be used to bonus things everyone already gets, like it is now.  Thank you carrot much.
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Direct Link To This Post Posted: 19 Jan 2011 at 23:33
the delay should cost everyone equally, to have an army at the ready only costs gold now, mebbe if camp time is allowed than this could cost food and gold for the duration of the camp. This could be double or triple of the cost to stay in the castle and launch without camp time , due to the fact that costs outside of the city would be more. A simple solution without giving it away.

As for the time length it , should be a minimum of 24 hours to chose, up to 48 hours for maybe Prestige users. We all have different lifestyles, some people dont have 24/7 access to a PC. This would allow everyone to coordinate and communicate better. And I doubt this Automation would take from the game, I think it would enhance it. 
please disregard the twitch, the meds haven't kicked in yet...
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Direct Link To This Post Posted: 20 Jan 2011 at 01:24


Feral, i think that if you delayed your army to go somewhere, but you are underattacked while it is still waiting at home, this army should be able to defend the city. and for the realism... a game like this need to do a compromise between realism and playabiliy... and cash revenue to keep the game running.


Twitchy: im not sure that would be that good to pay something more to be able to delay. if you have a great army to launch and have a delay of 48h... if it costs 75 000 gold/hour instead of 25 000 gold/hour, you could quikly run out of gold and lose your sov levels.


aubout the prestige, we musnt forget that, at the begining, the delay has been put in the dev list because it will be helpful for people who has money but not the time. that's how actually works the prestige options: pay something to have less to wait (wait for buildings to complete, production, caravans...).
then basicaly, only prestige users would be able to use delay.

but as we already saw, the delay could be seen as well as a strategic move, and more, it coud also bring new features in link with this add.
that's why personnally i would be agree to say this should not be a prestige option.
but have a basic delay time allowed for everyone (maybe with a restricted utilisation), and being able to increase this delay time and pull of the uses restrictions with prestige is fine for me.

after, maybe 24 delay hours allowed to everyone seem a bit too much for me. becaus, then, use prestige to have 48 hours delay wont be really useful. i said 8-9 hours because generally a day is divided in 3. 8 hours to sleep, 8 hours to work, 8 free hours (generally i said). then most of the people can log in quiqly to launch an attack in the 8 hours interval in which they needed to launch it.
and then if you cant, you buy some prestige to delay occasionnally.





Edited by Mandarins31 - 20 Jan 2011 at 01:30
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Direct Link To This Post Posted: 20 Jan 2011 at 01:32
Hi all,

Just answering a few points raised here, but would still very much encourage an active debate on these issues!

Originally posted by col0005 col0005 wrote:

Any objections I see to this idea seem to be that players are opposed to automating the game. 


We don't want to "automate" the game by any means; however we are sensitive to what we described as the "clickfest" back in the August "Newness" announcement.

We're all in favour of making repetitive actions 'without general purpose' easier, and less micro-managementy (unless a player wishes them to be so).

So, for example, we're quite in favour of (eg) allowing building queues to allow players to queue 2 buildings OR up to 24 hrs worth of building time. This means that a player who has just settled their 3rd/4th city might not be required to sit online for many dozens of 5m-35m builds of basic resource buildings whilst building up the next city.

For another example, we don't think a player should have to click on every production building in his town one-by-one to find out what his town is currently producing and whether new things need to be queued up (and UI v2 goes some way to addressing this).

Originally posted by bartimeus bartimeus wrote:

Originally posted by Createure Createure wrote:

 Imagine an alliance of 50 people each sending 10 armies to one location at exactly the same time to the second...? I imagine you're gonna be getting some problems with how the server is going to handle that, and also a problem with what order the armies arrive in, and also a problem with the "game sense" of the situation, because the armies will all attack seperately even though they are actually generating a battle report at exactly the same time.
that wouldn't be a problem if the dev enable HM's suggestion of non instantaneous battles...
otherwise we can just make it arrive in alphabetical order...


HM's suggestion of battle longevity is intriguing, but not one we're actively pursuing at the moment. The systemic/gameplay changes required would be vast, and we also need to balance the questions of "player expectation" in there.

We have, of course, already introduced some longer-term battles in the form of Sieges, and so we're not averse to the concept. 

The issue on general combat is that most players aren't 24/7 in Illyria, and their expectation is that the outcome of an event they sent out to occur at a specific time is that the event actually occurs at that time (be it a success or a failure).  If we introduced the concept of 'combat over time' (beyond siege, which is a special case - and rightly so) then we're effectively alienating the casual players and making (through escalation) 24/7 participation a requirement of even the slightest military engagement; which we're very much against.

Also, worry not about the server's ability to cope with such multi-participant engagements - everything we do has performance in mind at some level - and it's our job to worry about the capacity ramifications rather than anyone else's!

Originally posted by SirTwitchy SirTwitchy wrote:

the delay should cost everyone equally, to have an army at the ready only costs gold now, mebbe if camp time is allowed than this could cost food and gold for the duration of the camp. This could be double or triple of the cost to stay in the castle and launch without camp time , due to the fact that costs outside of the city would be more. A simple solution without giving it away.

We have actively discussed ideas around upkeep and logistics supply chains.

The key thing, as always, is that whatever we do is transparent to the players through the User Interface, and also passes the "fun test". 

The transparency issue is that when numbers change on your screen you need to quickly and easily know why (even when they changed because they were as a result of your orders, eg an army encampment has arrived and this now costs more). 

The "fun test" is more complicated.

It's like the idea of having multiple caravan types with different capacities/speeds/etc. 

Whilst we like the idea of different caravan types - because it gives us new unit types, new technologies, new specialisations for players and many other extensions to the existing systems - it does by necessity mean that loading up a caravan and sending goods out means more steps (selecting which caravans and/or combinations of caravans to send that can carry the goods). 

Thus far we've rejected the "multiple caravan types" idea as "failing the fun test", and for the same reason will also reject changing upkeep/logistics requirements depending on army activities in the future.

Best,

SC




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Direct Link To This Post Posted: 20 Jan 2011 at 01:35
I think either it should be open to all, with a cost to be incurred or keep it as is. To have it only be available to Prestige holders would be unfair IMHO. It is a powerful tool, yes. So a Prestige enhancement to it might be best. Where as everyone get a base of 8-24 hrs, and then Prestige holders can extend that further. 

The cost to field a large army is currently only in gold, and I honestly believe that to march and or camp an army should cost more anyways. In a real world situation To have any army sitting at home base idle or defending will inherently cost less than to send an army to war in a foreign land and hopefully this will be added to the game.
please disregard the twitch, the meds haven't kicked in yet...
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Direct Link To This Post Posted: 20 Jan 2011 at 01:42
Another interesting point is that armies currently automatically get payed no matter how far away they are.  Caravans should be necessary to get pay and resources to an abroad army.  This would create a better use for the "blockade" stratagem, and it would have an interesting strategical twist when there are unlimited caravans and "pathfinding."
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Direct Link To This Post Posted: 20 Jan 2011 at 01:48
the armies money would go into their bank account, no sense in sending out gold that could be stolen to them.
please disregard the twitch, the meds haven't kicked in yet...
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Direct Link To This Post Posted: 20 Jan 2011 at 02:07
Originally posted by SirTwitchy SirTwitchy wrote:

The cost to field a large army is currently only in gold, and I honestly believe that to march and or camp an army should cost more anyways. In a real world situation To have any army sitting at home base idle or defending will inherently cost less than to send an army to war in a foreign land and hopefully this will be added to the game.



in fact, if i remember, Stormcrow already explained (long time ago) why armies movements didnt cost anything else, and also why we can run out of food without losing our population/soldiers.
I forgot his exact words, but that was about the fact that the food you produce is only the castle's food (or something like that). your soldiers and you citizens have the means to buy theire own food with theire revenue.
and soldiers take theire own provisions, and find theire food during theire travels.
that was something like that. (that's a part of the realism of the game :p)
no need to have more costs for armies actions as Stormcrow just precised in the post above.

Originally posted by some random guy some random guy wrote:

Another interesting point is that armies currently automatically get payed no matter how far away they are.  Caravans should be necessary to get pay and resources to an abroad army.  This would create a better use for the "blockade" stratagem, and it would have an interesting strategical twist when there are unlimited caravans and "pathfinding."


Sure that would be cool to add these kind of features! but precisely for this one i would have replied as Twichy.
if i remember, with the next upgrades we will be able to escort our caravans. then with pthfinding and factions upgrades, that may mean we would be able to attack some caravans when they leave a hub or something like that. im sure there are many ideas to develop about this.






Edited by Mandarins31 - 20 Jan 2011 at 02:16
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Direct Link To This Post Posted: 20 Jan 2011 at 02:23
From Stormcrow
 
For another example, we don't think a player should have to click on every production building in his town one-by-one to find out what his town is currently producing and whether new things need to be queued up (and UI v2 goes some way to addressing this).

You can already do this. Go to the twon summary and it will tell you the level of all the buildings, What they produce(if they are natural buildings like quarry etc.), and the amount of food they consume. Okay so they could add what the other buildings produce.
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