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Tony View Drop Down
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Direct Link To This Post Posted: 06 Jul 2010 at 17:50
But have you considered  my suggestion.  limiting armies to a short range would really shake it up. It would be totally good.
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 06 Jul 2010 at 18:16
Originally posted by Tony Tony wrote:

But have you considered  my suggestion.  limiting armies to a short range would really shake it up. It would be totally good.

I did, which lead to my first response--where I basically pointed out that limiting players will only bore the established ones (i.e. about 2 months in) out of the game.  The reduction in threat/danger to new players will also only make most of them complacent as well, and the few who remain motivated will still dominate locally (first by outpacing neighbors economically, which goes unnoticed)--and then quit from boredom as further expansion becomes overly difficult yet retaliation from neighbors equally so.


Originally posted by col0005 col0005 wrote:


Or perhaps a capture and hold form of attack which would have a simmilar effect but the attacking army would remain in the city untill destroyed or told to go home.

Involuntary protectorates.  HonoredMule approves.  In 3rd person, no less.

It's a happy middle ground between obliteration/total conquest and pointless skirmishes.


Edited by HonoredMule - 06 Jul 2010 at 18:17
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Direct Link To This Post Posted: 07 Jul 2010 at 11:08
Mule it would have the opposite effect to the one you say. Far from boring the established players it would give greater freedom to all by not needing to play quite so defensively. How do you get the game designers attention ? Do they read these things ? It would be good to know that they have at least seen the idea.
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Direct Link To This Post Posted: 07 Jul 2010 at 11:23
We have seen the idea, but don't have a strong opinion on it either way.

There are many things about to change in the game and so we need to consider everything balanced together; especially when a suggestion involves a *fundamental* change to the way the game operates.

On the whole, we like it when players discuss the pros and cons of a suggestion, as they often come up with things that we might not have spotted ourselves.  The more comments, opinions and ideas the better.

So yes, we have read this; no, we're not ignoring it; yes, we're interested in what everyone has to say; no, we're not sold on the idea; and finally yes, we'll continue to keep tabs on the thread.

Regards,

GM Stormcrow
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Direct Link To This Post Posted: 07 Jul 2010 at 14:00
Tony as you have put it I don't believe that your idea could possibly be good for the game. However i suppose once  a more detailed area of influence sytem is incorporated there could be a system whereby you can only attack cities within or bordering your area of influence, or your allies area of influence. The inclusion of allies ensures that players will never "win". It also means that new settlments can be used as an outpost allowing an alliance access to new areas of the map and greatly reduces the benifits of clustering. This idea does kind of rely on portals.

Also if this idea was incorperated as well as my  "capture and hold" idea it could be made so that if a town is held by an enemy force then allies can no longer attack the surronding area (unless another city enables them to). However the held town can be attacked in order to liberate it.
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Direct Link To This Post Posted: 07 Jul 2010 at 14:16
This idea could also give the game a nice feeling of expanding an empire, and away from the centre of the map would give huge strategic benifit to 'holding' potentially hostile towns even if these are small towns with only a relativley small population as they are all potential gateway.
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Direct Link To This Post Posted: 07 Jul 2010 at 16:39

To be honest, I just don't like Tony's idea.  The reason is because it doesn't seem realistic.  Why shouldn't armies be able to travel as far as they can?  Armies have traveled vast distances throughout history.  Of course, they also had the supplies to do so.  They brought food, water, and whatever else they needed.  So this gave me an idea.  There could be some kind of supply range limit such as food upkeep (the more food you give to the army the longer their range) or we could have a supply train unit.  Maybe caravans could acompany armies carrying food.  The army has to turn back and go home when the food runs out.  The actual implementation I leave to others, but I think this puts a more realistic spin on Tony's suggestion.

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Direct Link To This Post Posted: 07 Jul 2010 at 19:15
Tony there's already a built in limiting factor to how far a player will send their army: time. If it takes a week to get where (and thus a week to get back) you're not sitting defenseless for two weeks. Time does this in a far more natural and less arbitrary manner than you speak of. Plus look at it this way. right now you can actually choose your alliance mates. In your plan you would be stuck with whomever you spawned next to. Plus what do the ppl at the middle of your expanding blob do after the blob is bigger than 20 squares?
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Direct Link To This Post Posted: 08 Jul 2010 at 10:33
Thanks to Stormcrow.
 
In response to Shrapnel - I had already intended to add that limiting an army range would ADD to the realism. Real armies do not attack from one side of the world to the other in a single bound. They progress gradually. Capturing cities or establishing bases as stepping stones along the way.
 
Larry - armies attack from a day or two away, usually as part of a mass attack from a big alliance picking on a small one or an unafilliated player. It doesnt matter if it takes time to get there. If his only option to survive is to try and join a big alliance it underlines my point that big alliances stagnate the game, deterring progression.
 
 I understand it is a fundamental shift, but if players were given a long enough advanced warning of the change they could adjust their tactics accordingly.
 
Limiting army range reduces the power of big alliances and that would be very best thing for the game. Levelling the playing field more.
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Direct Link To This Post Posted: 08 Jul 2010 at 15:49
Why don't you try joining a large alliance and see for yourself what form of gameplay is truly stagnant?

Heck, take a leadership position...you could be working in-game from sunup to sundown and never get to launch an army.

Playing lone ranger is deterring your own progression and limiting your own game experience 100-fold.  I can see why from that perspective you should feel like you can lark about with small skirmishes or diplomatic missions on a daily basis without fear of getting steamrolled, because that's the whole game to you:  carving out one small niche amongst 10,000 small niches.  But that's actually a pretty mundane gaming experience, and most eventually get bored and leave if they aren't destroyed anyway.

Alliance members have a chance to be a part of something that may grow large (and sophisticated) enough to earn respect and recognition amongst its peers.  It doesn't require being "first to market," either--a new player will likely never catch up to the strength and development of a 6-month veteran, but a new alliance has a far better chance with so many more factors at play not dictated by game mechanics.  It isn't at all fair to limit our game experience so profoundly (and this certainly would) because you choose not to partake...especially when forces you don't even know about are sticking up for you and your right to play the way you want (even if we don't understand it).

Browser games are a mere platform for much more intricate social battlefields containing allies you haven't even met.  Multiple alliances label themselves as training or protection alliances and harbor newbies until they are developed (Shrapnel heads one such alliance).  Several other large alliances promote by peaceful means a nurturing attitude toward new players, or at least disallow their own members from attacking them.

Also, a day or two away isn't that far.  And as pointed out earlier, limiting recruitment choices by locality really narrows your neighborhood from a social aspect.  The only players you get to interact with meaningfully (and therefore at all in practice) are those well within your control radius.  Tough luck if they're all jerks.
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