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Garth
Forum Warrior
Joined: 10 May 2012
Location: Somewhere, USA
Status: Offline
Points: 249
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Posted: 14 May 2012 at 08:52 |
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This sounds pretty cool. It also sounds fairly involved. It also precludes a player needing to be in an Alliance (is that MicroMe I hear complaining?). That being said, it's a great idea!
What's been kicking around my head lately, though, is a simpler, easier to setup and less involved activity. One that could be done between any two players any time they want. Real direct PvP, and more than just "I attack you, who wins?" Something like this:
Player A puts 100 troops on a square Player B attacks (intention to occupy) with 75 troops A counters with 75 ... going back and forth a couple of rounds A finishes with 50 troops, trying to take back the square
The odd numbers at beginning and end are meant to even out the general advantage troops have on offense. Other balancing factors might include rules about troop variety, such as: total troop deployment must consist of a minimum of 20% of each troop type. This would put a lot more skill and suspense into the endeavor. The whole question of Commanders is another matter, and would require some deliberation. This sort of game would be eminently scalable; ie, small players could do troop amounts of 25 and 50, large players could do 5k and 10k (though I doubt anyone would risk that many troops at a single time just for a little sport). There are also a practically unlimited number of "stipulations" the players could agree to (no cav; cap on commander level; troops from one city only...) and multi-player teams could be set up as well.
Using Tourney squares would be great for this, as the normal NAP and Confed rules don't apply there. The only thing that might get in the way would be matches overlapping and voiding each other. Perhaps we could form a sign up sheet of sorts, or even get our wonderful Devs to set something up...
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dunnoob
Postmaster
Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
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Posted: 14 May 2012 at 07:39 |
Rasak wrote:
What if instead we made it so that you have to have at least 1 non cav unit in your army instead of limiting it to 10 sq per hour. |
Yeah, "not only cav" for a mock siege army could be a simpler rule.
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Rasak
Wordsmith
Joined: 26 Nov 2011
Location: United States
Status: Offline
Points: 140
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Posted: 14 May 2012 at 06:21 |
dunnoob wrote:
Rill wrote:
7) "Sieges" would be required to travel a maximum of 10 squares per hour (no sieges using swiftsteeds, lol). This is faster than sieges would travel in practice, but in my mind would increase the fun quotient a bit by increasing the pace without making it overly difficult to reinforce other players. |
The slowest units for dwarves are halbardier (6+50%=9.5) and yeoman (7+50%=10.5), the latter is already too fast. Dwarves will need a halbardier in a participating army, if their commanders have forced march at 100%.
Now where in the wiki does it show me how this works for other races? |
What if instead we made it so that you have to have at least 1 non cav unit in your army instead of limiting it to 10 sq per hour. We get roughly the same results but it allows everyone to use armies and commanders already on hand.
Edit: Lol. Rill beat me to it.
Edited by Rasak - 14 May 2012 at 06:28
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 14 May 2012 at 06:17 |
dunnoob wrote:
Rill wrote:
7) "Sieges" would be required to travel a maximum of 10 squares per hour (no sieges using swiftsteeds, lol). This is faster than sieges would travel in practice, but in my mind would increase the fun quotient a bit by increasing the pace without making it overly difficult to reinforce other players. |
The slowest units for dwarves are halbardier (6+50%=9.5) and yeoman (7+50%=10.5), the latter is already too fast. Dwarves will need a halbardier in a participating army, if their commanders have forced march at 100%.
Now where in the wiki does it show me how this works for other races? |
Pretty much all races will have to put in one or more units to "slow down" their siege armies, but if 10 squares were too much of a burden for dwarves it could be 12 squares or whatever; this limitation would only apply to armies doing actual "sieges" and not to reinforcing armies, raiding armies or whatever.
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dunnoob
Postmaster
Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
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Posted: 14 May 2012 at 06:07 |
Rill wrote:
7) "Sieges" would be required to travel a maximum of 10 squares per hour (no sieges using swiftsteeds, lol). This is faster than sieges would travel in practice, but in my mind would increase the fun quotient a bit by increasing the pace without making it overly difficult to reinforce other players. |
The slowest units for dwarves are halbardier (6+50%=9.5) and yeoman (7+50%=10.5), the latter is already too fast. Dwarves will need a halbardier in a participating army, if their commanders have forced march at 100%.
Now where in the wiki does it show me how this works for other races?
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Cerex Flikex
Forum Warrior
Joined: 11 Apr 2012
Location: BC
Status: Offline
Points: 211
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Posted: 14 May 2012 at 05:52 |
Rill wrote:
I have been working on developing an inter-alliance competition for a while now. I will contribute in-game prizes such as gold and saddles, and other players have also expressed a desire to contribute. I envision this as a competition between relatively evenly matched alliances, although it could also be engaged in between "sides" made up of multiple alliances as long as the alliances were NAP'd/confed with other alliances on the same "side" and NOT NAP'd/confed with other alliances NOT on the same side.
The format of the competition would be as follows:
1) The tournament objective would be to "siege" and "capture" designated cities from the other alliance. This would be done using the fact that it is possible to siege WITHOUT the use of siege engines so that no actual damage to the city takes place.
My idea would be that certain players from each alliance would volunteer to have their cities be "targets." Limitations could include only players with 4 or more cities as targets and only cities over 1k population targeted, or no limitations. The reason to limit it to only the cities of certain players is that alliances might have players on leave or inactive or who don't want to put in the time commitment, and we don't want to make this less fun for those players.
2) One point would be awarded for each hour of siege on any target city beyond the 12-hour set-up period.
3) Sieges that were maintained beyond a 48-hour period would result in a city being declared "razed." 50 points would be awarded to the sieging side and troops and diplos from that city could no longer be used in the competition.
4) Scouts and spies could be used against any player or encampment (or to protect any player or encampment) of alliances participating in the competition.
5) Assassins could be used only against encamped forces (when this feature becomes available) or the cities of the players designated as "targets."
6) Thieves and saboteurs would not be a part of the tournament
7) "Sieges" would be required to travel a maximum of 10 squares per hour (no sieges using swiftsteeds, lol). This is faster than sieges would travel in practice, but in my mind would increase the fun quotient a bit by increasing the pace without making it overly difficult to reinforce other players.
8) Alliances not involved in the competition cannot help with military or diplomatic attacks, but can contribute resources to underdogs and cheer or mock from the sidelines.
Anyway, that's the basic outlines of a challenge I think would be fun, and of course all the rules are just preliminary thoughts and subject to negotiation by participating alliances. The goal would be to maximize fun for all.
If your alliance is interested in participating in such a tournament, please contact me by in-game mail or just post here. |
This looks like a great idea for a tournament, and I hope this can be tried out sometime!
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Cerex Flikex
Forum Warrior
Joined: 11 Apr 2012
Location: BC
Status: Offline
Points: 211
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Posted: 14 May 2012 at 05:49 |
Rasak wrote:
As far as rewards go each participant could be required to pay the author of the tournament a fee to enter and that fee could be used as a reward at the end. Whether that is a winner takes all or tiered payout or some other method would be up to the owner of the tournament. It would be nice if this fee were designed to cover all of the winners cost in troops lost by the end of the tourney. That way there would be a drive to win to recover your losses :D |
Interesting, however I do not plan to charge an entry fee on my idea of a tournament. I suppose someone else could do something like that though.
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Cerex Flikex
Forum Warrior
Joined: 11 Apr 2012
Location: BC
Status: Offline
Points: 211
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Posted: 14 May 2012 at 05:47 |
Dew wrote:
one thing we may want to talk about in this thread is for "small" players who cant maintain 10's of thousands of troops having a way to participate if for no other reason then to keep their commanders leveling. |
With this in mind, this leads me to edit my idea so that there are leagues within the tournament. One league can be the smaller player group, another for the higher level player. It would need some work to determine what levels would be in each league, but it's a start.
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Rasak
Wordsmith
Joined: 26 Nov 2011
Location: United States
Status: Offline
Points: 140
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Posted: 14 May 2012 at 05:12 |
Dew wrote:
one thing we may want to talk about in this thread is for "small" players who cant maintain 10's of thousands of troops having a way to participate if for no other reason then to keep their commanders leveling. |
Since the size of the siege party is irrelevant to "raze" a city in this setup it would be just as easy for smaller members as it would be for larger members. They may not be able to remove sieges already in progress by the bigger guys, but they might wanna instead focus on sending as many "sieges" as possible and hope that 1 or 2 make it under the bigger guys radar. Also since they are smaller their commanders will be significantly cheaper to rebuild in both time and gold cost, again adding to the effect of lots of small sieges everywhere that have to be picked off.
The bigger guys would of course go for quality and not quantity and create large siege armies that are difficult to remove so that they have an advantage, the downside to this would be if they are destroyed the army would take a more significant amount of time to rebuild.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 14 May 2012 at 05:05 |
Dew wrote:
one thing we may want to talk about in this thread is for "small" players who cant maintain 10's of thousands of troops having a way to participate if for no other reason then to keep their commanders leveling. |
This is one of the ways in which alliance-based tournaments can be a win for big players and small players alike. In the Christmas Challenge and the most recent alliance tournament, even complete newbs could participate by scouting targets and keeping their eyes on the map. Although commander stacking does not have the power it did before combat calculation changes, small players can certainly participate in reinforcing cities, siege camps and the like -- and the experience and particularly the "fun" is not necessarily proportional to the size of the army. My 10 militia from my baby cities cry for blood with the same vigor as my largest cav army.
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