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Celebcalen
Forum Warrior
Joined: 18 May 2011
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Points: 288
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Topic: Illy's Military Structure Posted: 30 Sep 2011 at 03:48 |
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bumpy bump bump
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JohnChance
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Joined: 25 Jul 2011
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Points: 24
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Posted: 17 Sep 2011 at 20:05 |
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Thanks for starting this thread. I have to agree that the game design hints that military is supposed to be central to the game, as it is in Travian. Yet as a new player I have no real reward to using my military. The social networking and politics means that using thieves or troops to raid/rob another player is highly frowned upon.
Using military to guard harvesting caravans can also lead to a diplomatic incident as bumping caravans is tolerated, but killing them with stationed troops is viewed as a hostile action. Furthermore my young cities produce far more resources in an hour, or even a few minutes than a caravan could gather so the reward is lacking in appeal.
Still further down the list of things I would use troops for is killing NPC animals. I'm forced to do it in order to get experience for my commanders, but it's a chore, certainly not FUN. The loot dropped by animals is fairly tiny compared to the cost of even a single troop, the battles are poorly described, and often boil down to various rule of thumb principles, such as "Use cavalry on plains or use swordsmen in buildings" Once you know what the different animals equate too and what units to use the combat is click and wait . . . replace any losses. How many of you LIKE attacking wolves and dogs on plains with cavalry constantly?
I can't speak on siege warfare as I am new. But I have heard that it is horribly destructive, and thus YES I do fear having my cities besieged. I put a lot of effort and time, plus some real money, into building them. So I feel compelled to contribute to their protection with the best, and most experienced military I can maintain. My alliance is good, but it wouldn't be right or fair to depend on them for my defense and not be able to defend myself and go to the aid of others. It's not fun, but it's not an option either.
Which is a shame because the developers said they wanted a "sandbox game" with "an Eve style corporate structure". I'd love to buy and sell commodities. Building up industry would be fun. But I'd need an in-game reason for people to buy luxury resources, or other peace-time products, and I'd need some sort of supply and demand for basic resources. In short cities would need to stop being self sufficient in everything if you want people to need to depend on the markets and inter-city specialization/trade. Generalist cities should be small rural towns, not "Burgeoning cities". :)
Edited by JohnChance - 17 Sep 2011 at 20:06
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Torn Sky
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Joined: 28 Apr 2010
Location: Texas
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Points: 402
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Posted: 17 Sep 2011 at 19:44 |
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I completely agree about AE and Illy being completely different but if in AE fleet size had a limiting factor then 5 years or growth couldn't be lost unless you built a fighter day ughh.... i loved the strategy involved in it though you needed to find the enemy fleet and assess their numbers when they're going to land who might be online, then gather your forces and your allies and plan the attack waves to maximize profit. You had to plan out your fighter drops to kill off their unshielded units then a bomber run to kill off the lightly shielded then a run with cruisers/heavey cruiser and a fodder shield to finish the rest or if you have players with truly time consuming Fighter Swarms or Levi stacks clean up just enough for them to really lay the hurt down. It could take dozens of players to accomplish a large attack and even more to hold the debri field and get your reward before a counter push arrived.
Not saying Illy needs all that and i agree its a much much more laid back game but it would be nice to have some of that feel when you decided to open the gates and let the troops out on the field
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
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Points: 1191
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Posted: 17 Sep 2011 at 19:13 |
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Interesting comment about AE Torn - I too have played it.
And yes I do LOVE the combat system in AE... particularly in an extremely large PvP situation, say 50 people going head to head against 50 other people with their full 'armies'.
Illy is rather different to that.... but not worse I think.
It is true that the complexity of an actual combat situation in Illy is MUCH lower... less diversity of units for a start, and a more simple method for calculating combat outcomes.
But in Illy - you send your armies away on their mission and you can sit back and watch the show - all the planning for combat comes quite a while before the first punch is thrown. I guess this gives the combat a less intense feel - but at the same time - are you sad to be missing nights of sleep because your force is landing at 4 in the morning to surprise the enemy?
IMO Illy has struck much more accurately the fine balance between a "laid back" approach to gaming, which opens up the game to everyone and not just the 16-hours-a-day active people... while at the same time rewarding those who invest a good amount of strategy/planning and team-work.
Another thing I would say is a plus about Illy is you can pretty much chose 8-10 different strategies in 8-10 cities... and if you want to change those strategies (say, when your army is destroyed) you can do so in a matter of a month or 2.
In AE - your best strategy is to build pretty much ONE unit across your entire account.... and this is for years and years... I think I'll be hitting my 5th year of building ONE unit in the next few months in AE...
...and one day you sleep past your alarm clock and 5 years of unit production goes *poof*...
Really there is no comparison between Illy and AE... AE is adrenaline junkie gaming, it consumes your life if you play to win and one day you wake up and it's all gone. In Illy - you play hard when you want - you chill out for a bit - you go on holiday and someone sits your account without getting suspended - you lose all your units and in a couple months you can rebuild to full strength - members of the community actually respect each other and act with a little maturity mostly.
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Sloter
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Joined: 14 Aug 2011
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Points: 304
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Posted: 17 Sep 2011 at 18:45 |
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I think that military aspect of Illy is diverse enough when it is considered how many diferent strategies can be used by every individual player.There are even many simple tricks to make army more effectiv but only few players are aware of them for some reason.Only problem is lack of things to fight over on alliance lvl, but that might change when basic res gain on importance with new changes, and maybe even with faction.
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Torn Sky
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Joined: 28 Apr 2010
Location: Texas
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Points: 402
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Posted: 17 Sep 2011 at 18:32 |
Celebcalen wrote:
It is interesting to note that the debate over the new
specialisation in buildings has largely been concerned with "the
military path". Does this indicate that, yet again, the community
largely want Illyriad to be driven by conflict, war and empire building?
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As i see it everything in Illy revovles around military Buildings are used to produce resources and advanced resources that are use to make troops Magic is used to increase your production or decrease an enemies production or stored goods Diplo units are to weaken an enemy be reducing res, slowing builds or killing commander to weaken military strengths Sov increases production to make Unit production faster Trade gets rid of your excess and gains you what need to increase your production or train more troops Now this doesnt mean you have to play as a militaristic aggressive player, you can be happy to just gain score in another category or support others in their ways of playing.
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Torn Sky
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Joined: 28 Apr 2010
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Posted: 17 Sep 2011 at 17:50 |
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If any of yall have played AE i like their combat system, the only flaw was there is no limit to military size so eventually a group takes control which which ruins the fun. I know something like their system would require a complete rework and i dont expect that to happen but a Att/Hp/Armour system would be nice
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Torn Sky
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Joined: 28 Apr 2010
Location: Texas
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Posted: 17 Sep 2011 at 16:37 |
taken from
http://forum.illyriad.co.uk/advance-notice-new-buildings_topic2401_page6.html
if you want to read it in its natural state
Erik Dirk wrote:
Looks fantastic and I look
forward to it all coming out. One criticism tho. All the aspects of the
new specialisation improves the game except for millitary. The new
changes will basically mean that each city will only produce and
maintain one unit type and will therefore only attack with one unit
type. A system whereby a player was rewarded for having a spear wall
infront of archers would be very nice. |
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HonoredMule wrote:
That was already the optimal case previously. The value of per-city troop
specialization based on production is only being increased a little,
and for anyone with 3+ cities it's an easy pill to swallow.
Furthermore, it has always been tactically superior to choose at
most 2 but more likely one type of troop for a particular engagement,
which means having diverse armies only makes them less effective.
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BellusRex wrote:
HonoredMule wrote:
That was already the optimal case previously. The value of per-city troop
specialization based on production is only being increased a little,
and for anyone with 3+ cities it's an easy pill to swallow.
Furthermore, it has always been tactically superior to choose at
most 2 but more likely one type of troop for a particular engagement,
which means having diverse armies only makes them less effective.
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This is true, but not being able to
have a diverse army with differing tactics takes some fun away from
fighting...I suppose part of the problem in having those kind of
mechanics is a lot of work for the devs, as well as shifting the game
play balance more heavily toward military based players...what ever
comes down the road, it's going to be quite interesting to see over the
coming months...
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Erik Dirk wrote:
Having those kind of mechanics wouldn't need to shift
the game mechanics toward military based players any more than the
current new buildings do. The basic mechanics could be very simple ie.
archer and spearmen combo get + 3% against infantry and +6% against
cavlery, opposite for infantry and archer, Cavlery and infantry+ 4% to
attack, cavlery and spearmen +4% to defence.
The devs would just have to figure out the balance as they have to for what they already have planed
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HonoredMule wrote:
Adding these combinatorial bonuses would only restore
the balanced army back to equity (or even supremacy). But a "diverse
army" does not provide diverse tactics. Focused armies represent
diverse tactics, while diverse armies offer one generalized tactic
modeled after the kitchen sink.
It sounds to me more like the
argument being made isn't for "better" military balance but one
requiring less decision making when preparing, planning, and executing
battles. But unless you just want to bash clubs at each other and see
whose is biggest, picking optimal troops is the primary thought exercise
affecting outcome, and just due diligence. Those who take the decision
lightly rather than planning focused armies well in advance deserve to
have their troops wasted needlessly.
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Erik Dirk wrote:
I disagree, the troop selection for a battle will still
often be a matter of chance rather than a tactical choice, especiall
given that built troops must be made long in advance, especially as a
siegeing force, there's little to do other than choose spearmen or
archers. At the moment I'd accuse the current system of dumbing it down,
as a millitary focused city is rather simple to design; choose one
troop type, build the relevent structure and sov squares, done.
Under my suggestion players would have to balance the pros and cons
of city design. Especially with the new buildings. Should I sacrifice
another building plot for the respective buildings of both unit types?
Should I have really good sov for one unit and therefore fast army
replacement, or should I have sov for both units.
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BellusRex wrote:
HonoredMule wrote:
It sounds to me more like
the argument being made isn't for "better" military balance but one
requiring less decision making when preparing, planning, and executing
battles. But unless you just want to bash clubs at each other and see
whose is biggest, picking optimal troops is the primary thought exercise
affecting outcome, and just due diligence. Those who take the decision
lightly rather than planning focused armies well in advance deserve to
have their troops wasted needlessly.
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This was exactly what I was getting at, although I
might have done it badly...I hate the pure numbers, I have more than you
military structures. The more elements that highlight individual
tactics and choices the better with me. I suppose order of movement,
attack, initiative, and the like would be crucial. Say you had cav
attacking spears and bows. Terrain would obviously be critical, but so
would whether the spears engaged the cav first, say as in a pike wall
screening archers. Or look at Agincourt, with heavy cav against
longbowmen. Terrain, weather, movement, rate of fire, all combined to
trump the accepted, proven tactics to that point.
So
basically, for me anything bringing more depth and individual tactics
and decisions will always be great, and to quote HM like all the cool
kids do, the "kitchen sink" army will always be a sloppy, hope for the
best approach...
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JohnChance wrote:
I have to agree with this. The combat in our game is
extremely NOT satisfying. Often I get the same message about troops I
didn't even use being good on such and such a terrain, and nothing about
the actual battle except that I won it. Also whether I lose troops or
not the loot picked up from battle is fairly worthless. Normally it's
not even enough to replace a single loss.
There is no selection
of which regiments are going in first, no real aim to the combat except
for there to be combat which generates experience, for more combat that
generally has no point, and no reward for the chore. There isn't even an
interesting story of this specific battle or the factors that came into
play for this specific set of my troops, enemy troops, and terrain.
It's awful.
Adding new buildings doesn't change that, it just
means that to be effective in combat I have to divert more of my
resources into . . . not getting anything worthwhile. But I have to do
it because otherwise I risk getting attacked by a "stronger" player and
unlike normal combat siege combat is very destructive and purposeful. I
could have my city destroyed or taken if it isn't filled with the best
and most experienced troops. So it's not an optional system really.
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Kilotov of DokGthung wrote:
JohnChance wrote:
I have to agree with this. The combat in our game is
extremely NOT satisfying. Often I get the same message about troops I
didn't even use being good on such and such a terrain, and nothing about
the actual battle except that I won it. Also whether I lose troops or
not the loot picked up from battle is fairly worthless. Normally it's
not even enough to replace a single loss.
There is no selection
of which regiments are going in first, no real aim to the combat except
for there to be combat which generates experience, for more combat that
generally has no point, and no reward for the chore. There isn't even an
interesting story of this specific battle or the factors that came into
play for this specific set of my troops, enemy troops, and terrain.
It's awful.
Adding new buildings doesn't change that, it just
means that to be effective in combat I have to divert more of my
resources into . . . not getting anything worthwhile. But I have to do
it because otherwise I risk getting attacked by a "stronger" player and
unlike normal combat siege combat is very destructive and purposeful. I
could have my city destroyed or taken if it isn't filled with the best
and most experienced troops. So it's not an optional system really.
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Faldrin wrote:
Every game cant have everything and the combat system in this game is complex in its own way.
If you want to have a more complex system go play something else :-)
That said this game still needs something to fight over beside killing off cities.
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Brids17 wrote:
Faldrin wrote:
That said this game still needs something to fight over beside killing off cities.
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But the question is, would a change like that not lead to the destruction of cities?
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[QUOTE=Createure]Interesting none-the-less... but perhaps we're going a little off topic?
Besides - I think some posters need to focus more on the things they are getting - not all the things they aren't.
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I'd like to see the topic continue without de-railing the thread it was in further.
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