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Topic ClosedMore races in this game!!!!

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Direct Link To This Post Topic: More races in this game!!!!
    Posted: 11 Mar 2011 at 16:49
Originally posted by Lionz Heartz Lionz Heartz wrote:

Originally posted by HonoredMule HonoredMule wrote:

I would like to see some new races with fundamental differences from other races.  For example, a dragonkin race that is much more powerful than others but can't join an alliance or use normal equipment.  Lone rangers would have an overpowered account but be unable to compete against players who can work together on military campaigns and economic support.Or how about a purely nomadic tent-dwelling race of Nords that has decent offensive firepower and is excellent at dodging attacks but extremely weak on defense?  Such mobility would make the game world more dynamic.Or when naval stuff and pathfinding comes out, a pirate race whose cities are actually their ships?  And all the obvious details apply. Cool


I love these ideas so much. To be honest I was thinking of the same things kinda, but was holding off on details of it till I had those hammered down.

I agree that each race should be defined more than just the numbers they are now. Maybe have each race be able to make something no other race can make... Perhaps a unique siege weapon or a new unique troop or an all-in-one diplomat unit...

The pirate idea is so great... How would a player be able to siege that player if they are moving all over the place?

I also agree that solo players need more power granted to them in this game. That is very much needed indeed. I also hope this game gives the underdog player that is outnumbered a better chance to defend against overwhelming odds. Something like 300 Spartans able to fight off a much bigger force due to strategy. This game needs more strategy options. I think this game should force players to pick a certain strategy when they attack. The same for the player defending. More or less a que of 5 strategies to use. This dynamic will make the game more exciting and less predictable.

http://en.wikipedia.org/wiki/List_of_military_strategies
http://www.molossia.org/milacademy/strategy.html
http://www.au.af.mil/au/awc/awcgate/awc-thry.htm#grand

Those links above are great resources to come up with sound strategy options for offensive and defensive military operations.

Just taking concepts from other sources that these strategies once selected can very well make the outcome of a game better. Intelligent minds like myself needs more stimulation than the current boring strategy in the game. Which is having more troops than your enemy, very boring. For every offensive strategy selected, their will be a defensive strategy to counter it. I mean that is one of the things I liked so much about Age of Empires, I was able to pick a strategy to attack or defend. I miss this so much, that is why I feel this game needs it.

I do understand that the devs do not like the rock, paper, scissors model... However I want the strategy to be more dynamic than that. There will be luck involved sure, but more or less the outcome would based on who is the smarter opponent. I will be coming up with a very sound and detailed way of doing this in this game very soon. As a player that has played this game for a year, I know what needs improvements and what does not.

For those that do not think the strategy in this game needs improvement than look at the current battles in game currently... Everyone is partaking in ZERG warfare (outnumbering your opponent to a point that there will be no losses building wise from their end). To win in this game you only need to have more troops than the other opponent. So the only strategy in this game is too have more troops than your opponent. Basically that battle is already decided before the battle starts because each party knows what the outcome will be. This is why this game needs a face lift on strategy.
 
I saw age of empires somewhere in there. love that game
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Direct Link To This Post Posted: 11 Mar 2011 at 04:26
ok i think i have a few ideas, tho i do realise that there may be some flaws in them, im still ironing the ideas out...

- cool down period for defensive spells for an individual playing player to be shortened to around 2hrs
 
- option to recast a different defensive spell immediately but it can not be the same rune spell eg. if the individual player has used ward of destruction then the player can not use mark of slaying, death rune or killing glyph until the cool down period has reset.
Instead the individual will have to choose from the remaining defensive spell options

- blight casting from an attacking player, if it fails will suffer its effects, meaning the attacking player will have to put a little more thought before casting

- sov sq's that has been claimed by the individual will have a def & attk % option for their armies (this will be all depending on what sov lvl the individual has on the sq), meaning if a player is under seige, will have a fair chance of defending themselves against an attack or defending against an attack on the outside of their cities (strategically speaking the attacking player will not know what option the individual has gone with)


edit:

- an attacking player can not use the same sq to seige from if they have failed but will have to choose from another .. (if the defending individual has defended themselves successfully against a seige from all surrounding sq's the attacking player can no longer use those sq for seizing the player) for a 72hr period



Edited by STAR - 11 Mar 2011 at 04:34
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Direct Link To This Post Posted: 11 Mar 2011 at 04:03
Find other cities near you who are also independent.  Ask them to start an alliance.  Now you got answers, advice, back-up, resources, maybe even some cash.  You could be 'The Ruby Tuesdays'.
 
 
That one's free.
I am a Machine.
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Direct Link To This Post Posted: 11 Mar 2011 at 03:47
It will be awesome to see new races introduced to the game, and its nice to see its something thats already been discussed by the devs.

I think there is alot of strategy in the game but i feel it is more focused towards alliances rather then individuals so it would be nice to offer  more defensive options to ones who choose to play solely, especially when defending against multiple opponents.
Defending yourself 24/7 is impossible for a single player, havent quite figured out how to even up the odds in this department yet (even if it is only by a smidgen) but im working on it :D

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Direct Link To This Post Posted: 10 Mar 2011 at 22:56
Originally posted by KillerPoodle KillerPoodle wrote:

I want the sharks with lazor beams that Stormcrow promised me in Global Chat.


You forgot to say 'fricken'.
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Direct Link To This Post Posted: 10 Mar 2011 at 21:17
Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Mr. Ubiquitous Feral Mr. Ubiquitous Feral wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Mr. Ubiquitous Feral Mr. Ubiquitous Feral wrote:

I want chicken people.
How do you think these might work? Would they take their flavour from their surroundings and be able to fight on for three days after being killed; unless you had butchers, assassins or vampires in your army?

Hot oil would do double damage and battering rams would make them more tasty, increasing the food they drop?
 
The Chicken People would just stand around and look at each other.  They would be used as diversion as the real armies snuck up and began sapping the wall.  Their presence would also decrease the gold cost of the army, since they would be supplying food as part of their war effort.  And yes, after having their heads cut off, they would still run around in circles causing much confusion.  Chicken people are a necessity to any serious armed endeavor.

Beware! The Chicken People! 



HOLY Censored THEY'RE REAL!!!!!!!!!!!! AAAAAAAAAAHHHHHHHHHHHHHHHH!!!!!!!!!!!!!
*G0DsDestroyer wonders if there's a chicken NPC.....
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Direct Link To This Post Posted: 10 Mar 2011 at 20:06
Originally posted by Mr. Ubiquitous Feral Mr. Ubiquitous Feral wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Mr. Ubiquitous Feral Mr. Ubiquitous Feral wrote:

I want chicken people.
How do you think these might work? Would they take their flavour from their surroundings and be able to fight on for three days after being killed; unless you had butchers, assassins or vampires in your army?

Hot oil would do double damage and battering rams would make them more tasty, increasing the food they drop?
 
The Chicken People would just stand around and look at each other.  They would be used as diversion as the real armies snuck up and began sapping the wall.  Their presence would also decrease the gold cost of the army, since they would be supplying food as part of their war effort.  And yes, after having their heads cut off, they would still run around in circles causing much confusion.  Chicken people are a necessity to any serious armed endeavor.

Beware! The Chicken People! 
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Direct Link To This Post Posted: 10 Mar 2011 at 19:45
When we can dedicate development time to it, we will most likely expand on the current strategic options (and more races is something we often discuss).

These will probably in future, as in the past be based on historic strategies. When we were designing siege strategies for example, the Athenian sicillian expedition was used as inspiration.


Of course this isn't real life and as such, real life historic strategies cannot simple be forced on the game, they have to be adapted and used as inspiration.

At the moment we can't say when we'll be working more on races and strategies (though trade elements upcoming in UI2 are in our opinion potent tools of warfare for the strategically minded).

I think I can assure you though, that the evolution of Illyriad won't stagnate any time soon, we'll be developing new and exciting features for years to come under the current plan.
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Direct Link To This Post Posted: 10 Mar 2011 at 19:30

I agree Clap
Great IdeaClap
Have a nice day :)
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Direct Link To This Post Posted: 10 Mar 2011 at 18:41
Originally posted by Lionz Heartz Lionz Heartz wrote:

 
So basically what you are saying is; no matter how broken and flawed a system is, it is a good system.
 

Are you kidding? That is not what he is saying. Where in his post does he rate the "state" of the system? 

Originally posted by Lionz Heartz Lionz Heartz wrote:

 
My idea will more or less level the playing field and make strategy a true factor in the game.

Strategy already is a true factory of the game, though I'm guessing you and I don't share the same definition of what strategy is.


MrA
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