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Altrix View Drop Down
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    Posted: 15 Jun 2014 at 03:58
I like these ideas, especially the more uses for diplomatic style units. So far in this game they are not very useful so it would be a great bonus to see them integrated further into game play!

Great post with many great ideas outlined as well!
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Alfred View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Alfred Quote  Post ReplyReply Direct Link To This Post Posted: 14 Jun 2014 at 20:43
Originally posted by Brandmeister Brandmeister wrote:

I'd like to see a third type of siege engine, that fires from your city and does damage to units. Or a research option to do this with catapults. It's silly that your own artillery never returns fire against your besiegers.

For instance a Ballista ?

Ballista - a defensive siege works that launches giant spears at enemy units within 1.5 square of placement.

Attack 250?: Spear-unit type damage, Hourly volley ( Who has spear-def commanders? lol )
Defense 50/50/50/50?
Upkeep 75 Gold p/h
Build time 22,000* ( * default timer, half that of a ram )
Speed 0 to 4<
Costs, Blocks, Platemail, Spears, Bows, Wood, Iron, Books

Option a) for set time period ( like a normal siege ) Can fire from City walls even a stratagem for remote use. Tarted and controlled

Option b) Automated attacks after one hour of hostile occupation within 1.5 squares ( Non focused or targeted ) This would include, Blockades, Sieges etc.. and work provide a small defense without player involvement.

Bung in a T2 Siege Upkeep reduction building and... done

(( Adding for rewards & options for bothering to defend...defend.
I've never been ordered to reinforce a sieged city and only twice to fend of normal attacks. ( While we're on the subject ).

Use Walls at all??!?! Madness!
Alliances war-plans often consist or T2 Cav on standby defence and a single siege rally for foot-soldiers. Raids on the-side if you're lucky... to catch left-behinds... ;p ))
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 14 Jun 2014 at 19:40
I'd like to see a third type of siege engine, that fires from your city and does damage to units. Or a research option to do this with catapults. It's silly that your own artillery never returns fire against your besiegers.
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Alfred View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Alfred Quote  Post ReplyReply Direct Link To This Post Posted: 14 Jun 2014 at 13:37
For it to only work if successful attack outcome is reached rather than throwing them aimlessly at a defended town c:

I found the only putting sieges in attacking armies abit random when I tried it :o
Can't find information any information ingame on the subject. Thus the standardising of it c:


Edited by Alfred - 14 Jun 2014 at 13:37
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 14 Jun 2014 at 13:32
On the siege attack front, you can use siege units set to attack.  If the attack is successful, a percentage will hit and de-level buildings.  Not sure how your idea is different than this?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Alfred Quote  Post ReplyReply Direct Link To This Post Posted: 14 Jun 2014 at 13:19
c:
Ramblings no 2.

New stratagem 
"Encirclement"  - Allows a player to Encirclement an occupied square/Town with an military-embargo, Launching hourly raids upon the target square. When units of the targeted square try to leave, they're forced into a breakout, If caught they're the attackers and the encirclement the defenders.

For instance, 400k Siege of a town, Your team is unable to break it, But maybe you can.. sacrifice the town and pick off the armies one by one as they leave as well as weakening it beforehand.
If you're embargo isn't broken, the armies will leave that siege one by one, Units good at defending that siege wont fair well attacking, Allowing for potential slaughter.

Double edge sword this stratagem, The units you need to raid with wont like defending. The formula for which raid division(s) takes part in raids is key to the workability & Risk of this idea.

Normally the current tactic when massively outnumbered is to raid in hope of hitting siege engines or to counter siege right into your opponents defensive units. ( Or whine to your allies ) 
This might help influence teams not to over commit resources/unit types into one camp, Sword units will take longer to reach the embargo rather than the counter siege for instance... 

Constantly being raided by an embargo doesn't fair well for resources, Allowing for a blight Combo.
Although the resources would be wasted rather than looted. It would also hamper reinforcements to the town ( or leaving )

... And tournament use?

Commanders
T1 Units not to be so useless. Unless you reallllyyy want the speed or Cavdef % for spear-spam, You really don't even look at a t1 commander...ever?

A) for instance..T1 Commanders able to learn 15 Ranks of Logistics? ( Magic res & Looting to the play ) Even a 50% reduction of Resurrection time and costs.

B) T2 commanders able to learn 15 Ranks of a defensive boost(s) ( Active ones, Like Avoid Charge )

My Knight & Men-At-Arms commanders are worth small armies in offence and little else is as useful.

Siege Attacks
Siege units in armies to have a standardized volley when used in a normal ( successful? ) attacking army. I myself, have just dodged many araid & attack with little or no damage for leaving my city totally undefended.  
I'd like to see a "Slow Strike" option, You have lot's of time to prepare! No excuses for the loss of any level 20 buildings. Also allows for lots of "Fake" attacks and forces some defensive units away from siege-camp duty. Maybe even a research stratagem for this.
( Allow for scout towers to offer a mail report of the offending siege-armies composure upon entering range )

Raids
Again, I just move my nearly produced units out and take the hit without any real concern. I Suggest a 10% chance of de-leveling a building or something to that effect 
( linked with 15% t1 looting army... becomes a real nuisance if left unchecked. )
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Post Options Post Options   Thanks (0) Thanks(0)   Quote geofrey Quote  Post ReplyReply Direct Link To This Post Posted: 13 Jun 2014 at 23:53
great post! I really like the suggestion of exodus and tenaril. City placement and border wars are the only thing keeping the game alive without a tournament, and your suggestions would bring more activity to it. 



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Post Options Post Options   Thanks (0) Thanks(0)   Quote Alfred Quote  Post ReplyReply Direct Link To This Post Posted: 13 Jun 2014 at 23:15
After years of illy, I thought I'd give my 2p's worth. ( I'm King Alfred, CrowW/Holy )
First forum ramblings of a lunatic commence c:

Exodus & Terraforming

I'd like to see these loosened up. Wars, Politics and the map is allays changing but moving becomes slower and selling out to static powerblobs in 7 Food hotspots becomes a good idea. 

A) Yearly timer based Tenaril's Spell unlocked to anycity ( Reset of the spell to keep vets happy )
( Or by charging for "Industrial Blocks" For Exodus/Spell, see below )

And/Or

B) "Plot swap" this would allays players to Swamp one res patch for another.
This could be done like tenaril's or by;

"industrial logistics" using craftable Industrial blocks as payment for the service. These can act a resource sinks or gold sinks. Costing more blocks by number of patches.
( 6 Blocks for 6 Food, 4 Blocks for 4 Clay for instance )
These could also be used to exodus in exchange for industrial-blocks, allowing older players to donate to younger ones... and siege damaged towns to do a runner after a successful defense.

These Blocks could add to  the research tree, Be racially based and used in advance t2 defense building such a  "Guard tower" ( 1% to Bowmen defense for instance )
Using  gatherable resources to make blocks would add something for the crafters as well and boosting there value

T2 Buildings

A) To require the resources consumed to function 
Only a fool picks a 7 Clay square over 7 food  3 Clay for his resources.
(For instance, 2 Runmasters, Geomancer, 2 Spearman Billets ,1 Sov Reduction thing. 
defensive resource-wise build.. or just an fool who didn't run -clay and have 7 food?
2% good sov spaces tend to have 5 food plots, Why bother, Just run more sov with the increased taxes!! ) Builds and styles over arrogant mass troops and taxes?

B) More T2 buildings, For instance; defensive structures that favor one type of troop.
Advanced Vaults for real protection
Advance Cotter housing allowing for 1 cotter per level... which brings me to my next grievance 
( Looking forward to more magic ones... planned?? lol )

Crafting

A)Make all crafty-items build in multiplies of 10. ( At current costs, a Simple change )

Why on earth am I going to build 30,000 Traditional swords for one Man-At-Arms army for 2%?
Half the replacement Sword-Cost of my army, damages supply lines by occupying my blacksmith and requires time and effort to do... and that's an easy one to craft. 
I could just sell 15,000 Swords and Build another 4,000 Men-At-Arms instead?!?

defensive plate and chain-mail stink to this effect too. Leather is alright.

B) T2 Cotter housing, one per level ( as stated before )

Diplomatic 
Only scouts & defensive theifs are not a fun Extra, Like too see them become alittle more... mainstream.. both in offence and defence,

A) Assassins able to attack commanders on occupied squares.
B) Saboteurs able to disrupt sieges on occupied squares ( starting up timer Or next volley timer? or even able to target a single siege engine and destroy it )
C) Agents able to effective defensive ratio when holding an occupied square ( Survey the terrain, Maybe minus effect upon a diplomatic defeat when linked with an attacking army)

These are just my thoughts, not a dictation. c:
/Runs away
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