Real Covert Ops
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=3322
Printed Date: 17 Apr 2022 at 03:29 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Real Covert Ops
Posted By: Subatoi
Subject: Real Covert Ops
Date Posted: 20 Mar 2012 at 20:25
|
Hello,
As it stands in Illyriad, if you send a military mission to a city, if the player is active or has someone actively sitting the account, the targeted player will receive a notice on his military summary page of who is attacking hi, and the arrival date of your army. You could have clicked *covert* on your military orders screen, but this still shows up as an impending army of doom to your opponent, why?
Why not make the Covert op's a actual skill to be used, perhaps unlocked at level 20 or other, that makes it so the target does not get a timetable of when your attack lands or who sent it at him till he actually engages the target.
Thoughts?
|
Replies:
Posted By: JimJams
Date Posted: 20 Mar 2012 at 22:31
|
It is working as intended.
If it would work as you ask for, it would be about impossible to set up any defense against siege. I can assure you, you wouldn't like it...
|
Posted By: SunStorm
Date Posted: 20 Mar 2012 at 23:39
I miss the mouse "hovering over" feature that would tell you who the army belonged to (if they were an ally) and the total number of troops it contains. This was the the original function of "Covert Operation" - to ensure your allies didn't know what you were up to. However, the Covert Operation skill says the following:
"This skill allows you to carry out military maneuvers that are unreported to your own alliance's operation list."
This implies the alliance has a record ("list") of all the attacks made by members of that alliance - but this is not true. So, at the current moment, I am truly unaware of what exactly this skill is good for. Can someone please enlighten me?
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rill
Date Posted: 21 Mar 2012 at 00:42
|
Doesn't do anything but hide your army stats from allies who are using IE8. And make you feel sneaky.
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 01:13
JimJams wrote:
It is working as intended.
If it would work as you ask for, it would be about impossible to set up any defense against siege. I can assure you, you wouldn't like it... |
As it is I don't *like* people knowing when my attacks will hit. If you scan your towns on the world map reguraly you'd be safe from sieges.
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 01:49
So you are proposing that covert operations would tell someone that there is an army coming in but not say from where (who had sent it) or how long until the army would hit? (0.o)
This would not be wise. Perhaps I should test it on you by sending out a siege army and then telling you that I saw Rill do it. *slightly evil laugh* But seriously - this would not be a good change. I agree that the covert operation skill needs looking at - but not this...
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 02:14
|
So what you are saying is,
You want path finding- a realistic approach
You want war and turmoil- factions- realistic *war is realistic*
You wanted the fog of war *kind of, can't really track birdies home*
but you don't want FoW for militant, which is realistic.
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 02:41
In medieval times, only peasant communities had FoW and no warning... Kings had scouts and spies active throughout the realm who's job was to warn of any attacks. Messages would arrive to the King telling them who was attacking, how far out they were, and about how long until they arrived....
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: abstractdream
Date Posted: 21 Mar 2012 at 02:51
With Pathfinding will come interception, which will allow diploing a moving army? Seeing an army headed in your direction you can do that. That's actually how it is done. Knowing your enemies is the other part of this.
Does anyone know if the covert operations show up here: http://elgea.illyriad.co.uk/#/World/HeraldAllianceMilitary
------------- Bonfyr Verboo
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 02:55
SunStorm wrote:
In medieval times, only peasant communities had FoW and no warning... Kings had scouts and spies active throughout the realm who's job was to warn of any attacks. Messages would arrive to the King telling them who was attacking, how far out they were, and about how long until they arrived....
|
What a coincidence, we have the ability to send scouts and spies, so are you suggesting to actively send scouts and spies around areas near your towns looking for armies?
Otherwise the scouts or spies are just kicking it in your town at the tavern, waiting for someone to offer a bounty or quest, not keeping an eye out.
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 03:12
Subatoi wrote:
What a coincidence, we have the ability to send scouts and spies, so are you suggesting to actively send scouts and spies around areas near your towns looking for armies?
Otherwise the scouts or spies are just kicking it in your town at the tavern, waiting for someone to offer a bounty or quest, not keeping an eye out. | There is a level of in automatic management programed into this game to prevent its players from pulling out all their hair and going crazy. If I had to send out 1k scouts a day just so I would have a report of being attacked, I wouldn't bother. However, the Game is designed to simulate a Kingdom where spies and scouts are already in the field aiding in reports of incoming diplomats.
And the comment above about pathfinding is correct. If this is coming out, and they leave out the information who is attacking from where, then diplos could intercept... however, if pathfinding comes out and they do make this change - where is the realism? How would you know (before sending scouts) that there was even an army incoming to scout? I say: "Don't fix it if it ain't broken."
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 03:28
|
Personally I tear the hair out of my arms when I know that my opponents see my army approaching and are mass producing units to deal with it. I don't find that realistic, that they know the army is approaching *once* it leaves the gates of my city.
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 03:36
Subatoi, you can always send a few feints to each city and a real attack to just one. Additionally, you can send out assassins to target the city just before your army gets there. There is a lot you can do. This is, after all, a game that places a huge focus on strategy. (IMO)
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rill
Date Posted: 21 Mar 2012 at 04:04
|
If your opponent can build enough units to withstand your army's attack while your army is approaching, then you probably have picked the wrong opponent.
|
Posted By: Rorgash
Date Posted: 21 Mar 2012 at 08:52
|
@Sunstorm, Strategy does not include making things stupid to make it hard... its by using good logical things to make it hard, and its broken, the fact that the entire world knows the instant your siege arrives is also broken, let players use the communication they have at their disposal and work it out themselves,
and lets not forget what Rill said, they wont have time to build much anyhow, i only have 110% unit production increase as of right now, but it takes a week for me to create 2k t1 kobolds, the fastest production troop in the world, so you think it matter if you see them incoming without any logic?
And no real need to keep sending i would add a feature where you could camp them for a period of time like the armies occupy ability, giving you their vision around that area.
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 15:55
Calico_Jack wrote:
@Sunstorm, Strategy does not include making things stupid to make it hard... its by using good logical things to make it hard, and its broken, the fact that the entire world knows the instant your siege arrives is also broken, let players use the communication they have at their disposal and work it out themselves,
| I agree with making this game more realistic - however, there are some features which I feel should not be disposed of. Again, this is only my opinion, and I am not requiring anyone to share it.
Hypothetically = You leave the game for 4 days for personal reasons (this is not outside the realm of possibilities). Now, lets additionally assume you have a town on the outskirts of the map. As fate would have it, just moments after you log off your city sees an incoming attack that was launched 6 days ago. Lets assume this is due to the fog of war and your 50 stationed scouts (due to the path of the attack) didn't see it coming at all. Now you have mere hours before it lands, but alas, you have gone away for a short time...
Now, imagine the game does not give a notice that a siege has landed (and the attack just happened to be a siege). The siege lands, sets up, and because nobody knows about it and you decided to take four personal days (how foolish), when you get back you no longer have a city....
I would counter by saying you don't need to make the game stupid to make it realistic.
Additional realism features that could be added:
- No more Global Chat. There is no way for someone 900 squares to instantly communicate with another - after all, the game is set up in a medieval world and there is no skype or cell phones.
- No more Alliance Chat. (see above)
- No more personal in-game messages. From now on, all in-game messages must
travel within the system at the rate of the fastest unit (the
messenger).
- No more Herald. News (in medieval ages) would often travel rather slowly by word of mouth.
- No more Military and Diplomacy Pages...
- No more information about players....
- No more .......
- No more .....
- No more ....
I hope players see my point. This game cannot be 100% real - otherwise it would be stupid.
Changes can (and should) be made to incorporate more realism, but I feel not knowing you are about to be attacked and potentially losing cities within a few days without your alliance ever knowing anything about it until it is too late would make this game more like all the others (evony, travian) where players are jerks and do this kind of crap.
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Ander
Date Posted: 21 Mar 2012 at 16:25
SunStorm wrote:
I would counter by saying you don't need to make the game stupid to make it realistic. Additional realism features that could be added: - No more Global Chat. There is no way for someone 900 squares to instantly communicate with another - after all, the game is set up in a medieval world and there is no skype or cell phones.
- No more Alliance Chat. (see above)
- No more personal in-game messages. From now on, all in-game messages must
travel within the system at the rate of the fastest unit (the
messenger).
- No more Herald. News (in medieval ages) would often travel rather slowly by word of mouth.
- No more Military and Diplomacy Pages...
- No more information about players....
- No more .......
- No more .....
- No more ....
|
That was something realistic! 
|
Posted By: Rorgash
Date Posted: 21 Mar 2012 at 17:00
|
no one said anything about making it as realistic as possible, then we would have to wait years to get 100 pop from the first 10 :P
and as stated before, even if you have a week you wont be able to do much about it, and if its a siege its the same thing, and letting AC see sieges i think its fine, they are your alliance and as such should know, but i shouldn't know if you siege someone because that has nothing to do with me.
and with added sitter support which if you leave for 4 days seems to be a good thing to set up, to let you deal with things that comes up.
AND how often do you get incoming armies? unless you are at war that would be never. But if after the first attacks from a new enemy starting a war, you then send out scouts in their direction, by using coordination and such with your alliance mates covering a huge area of land to look for armies will be a extremely easy feat.
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 18:41
And what, prey tell, would happen to someone being sieged who was not in an alliance? They would most likely disappear from the face of the earth Elgea without ever being noticed. And once again . . . we would have another Travian / Evony. (~_~)
(Again, This is only my opinion.)
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 18:54
|
No.
How many people do we see on GC?
I can bet that even the usual non talkers will come running for the *crusaders* to save them.
|
Posted By: SugarFree
Date Posted: 21 Mar 2012 at 19:23
lol haters gonna hate
------------- Nuisance
|
Posted By: SunStorm
Date Posted: 21 Mar 2012 at 19:54
Calico_Jack wrote:
but i shouldn't know if you siege someone because that has nothing to do with me. | I am sorry that i overlooked this in my haste... I was responding on a work break (Still at work - Sshhh, don't tell muh boss). (^_^)
Calico Jack, I agree. There was a time (during an in-game war) that these instant notices in chat were helpful. It meant that those involved didn't have to rush back to the Herald to find out what was going on - but at the current moment it is (I feel) not functioning as intended. It was intended to help during that time of war. But during times of peace (or wars among others who would like this kept private) - this is not helpful. Additionally, it shows every time I clear out an inactive from around me. So yes! (:P) I agree that this feature can be removed. However, I am basing that on the fact that I no longer find it relevant (whereas others may). So perhaps this could be another optional feature where those wishing to get instant updates (possibly those who are currently in a war or just wanting the info) can turn it on - where others can have the option to turn this off.
So, to keep this post on topic - selecting "covert operation" may remove the attack from the instant notification that GC gets (This may be a feature the Dev's could incorporate). This is very appropriate - and very on topic.
***I hope this is along the lines of what you were thinking - I am not trying to put words in your mouth...***
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 20:00
Posted By: JimJams
Date Posted: 21 Mar 2012 at 22:41
|
Games are not to be realistic. Games are to be fun. Having a siege army suddenly appear 20 squares from your town is not so fun. Having 20 armies suddenly appear near your city is a pain in your.... Having 200 armies suddenly appear near all the bigger city of your alliance is ?
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 22:43
|
Who's fun are we talking about Jimjams?
|
Posted By: JimJams
Date Posted: 21 Mar 2012 at 22:46
Subatoi wrote:
Who's fun are we talking about Jimjams? |
ahah, ok, so the attackers have to got all the fun ?
|
Posted By: Rorgash
Date Posted: 21 Mar 2012 at 23:10
|
Having a siege army suddenly appear 20 squares from your town is not so fun. -- makes no big difference, unless the army was 2 weeks away Having 20 armies suddenly appear near your city is a pain in your.... -- makes no big diffidence, unless the army was 2 weeks away Having 200 armies suddenly appear near all the bigger city of your alliance is ? -- makes no big difference, unless the armies was 2 weeks away
and if we go back to the point it was for scouts and such to be able to be used for scouting outside your town instead of us having a million unknown scouts and spies we never knew we had in every town that exists and near every army that exists.
and sending out 10-50 scouts to a location for 2 weeks is such a small thing to do... considering the great cost of being able to see a army incoming the sec it leaves the gates compared to sending out 500 scouts around your town.. doesn't balance out in my eyes
|
Posted By: Subatoi
Date Posted: 21 Mar 2012 at 23:17
JimJams wrote:
Subatoi wrote:
Who's fun are we talking about Jimjams? |
ahah, ok, so the attackers have to got all the fun ? |
From what I can see it's near impossible to attack a somewhat fair fight anyway, it's no fun being the aggressor already *nor profitable* because you are dealing with the potential of fifty other alliances popping in for a chance to use their military.
Or are we trying to completely kill the military side of illy?
|
Posted By: Llyorn Of Jaensch
Date Posted: 22 Mar 2012 at 00:11
Rill wrote:
If your opponent can build enough units to withstand your army's attack while your army is approaching, then you probably have picked the wrong opponent. |
Nice summation.
The point being that knowing a siege is enroute vs not should not be the determining factor to its success.
As it is there are calls by a large portion of the community that siege is too detrimental too quickly. This only exacerbates the problem.
Whether it has historical accuracy or no is irrelevant. Take Magic.
The concept is worth discussing though, I'd like to see it pursued in conjunction with pathfinding ie degree of covert ops = the lesser the chance your army is intercepted enroute.
Random thought process has now finished. ;)
------------- "ouch...best of luck." HonoredMule
|
Posted By: JimJams
Date Posted: 22 Mar 2012 at 00:37
Calico_Jack wrote:
Having a siege army suddenly appear 20 squares from your town is not so fun. -- makes no big difference, unless the army was 2 weeks away Having 20 armies suddenly appear near your city is a pain in your.... -- makes no big diffidence, unless the army was 2 weeks away Having 200 armies suddenly appear near all the bigger city of your alliance is ? -- makes no big difference, unless the armies was 2 weeks away
and if we go back to the point it was for scouts and such to be able to be used for scouting outside your town instead of us having a million unknown scouts and spies we never knew we had in every town that exists and near every army that exists.
and sending out 10-50 scouts to a location for 2 weeks is such a small thing to do... considering the great cost of being able to see a army incoming the sec it leaves the gates compared to sending out 500 scouts around your town.. doesn't balance out in my eyes
|
If it makes no difference, so let it as it is, thanks. ;-)
And no, I don't want to live spending an hour of my time every days doing repetitive and boring things like sending out scouts...
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 00:47
JimJams wrote:
And no, I don't want to live spending an hour of my time every days doing repetitive and boring things like sending out scouts... | Amen to that.
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: JimJams
Date Posted: 22 Mar 2012 at 00:54
Subatoi wrote:
JimJams wrote:
Subatoi wrote:
Who's fun are we talking about Jimjams? |
ahah, ok, so the attackers have to got all the fun ? |
From what I can see it's near impossible to attack a somewhat fair fight anyway, it's no fun being the aggressor already *nor profitable* because you are dealing with the potential of fifty other alliances popping in for a chance to use their military.
Or are we trying to completely kill the military side of illy? |
But this is another argument and will not be solved at all with the proposed change. IMHO Illy has all the military I need, but others can desire more.
Personally I would like to see some "duel" option developed, something like a status where 2 players agree to enter and start fight each other with some sandbox around them, but I am not sure how it could be done and if it would be fun anyway.
|
Posted By: Rorgash
Date Posted: 22 Mar 2012 at 10:06
Calico_Jack wrote:
and sending out 10-50 scouts to a location for 2 weeks is such a small thing to do...
|
do i ever need to say anything since you never care to read?
|
Posted By: Rorgash
Date Posted: 22 Mar 2012 at 10:09
|
Jimjams, personal wars are nothing new, maybe you have just never been around anyone who likes to do something other then farmville..
I have been in a dual war with another player, the set up is easy, you two agree that alliances wont join in and you start fighting once both sides has agreed upon this.
|
Posted By: JimJams
Date Posted: 22 Mar 2012 at 15:18
Calico_Jack wrote:
Calico_Jack wrote:
and sending out 10-50 scouts to a location for 2 weeks is such a small thing to do...
|
do i ever need to say anything since you never care to read? |
Nah I read, but eventually I don't understand what you mean. I guessed you wanted to track incoming armies in the same way we actually try to track diplo units, sending multiple waves of diplo, like rangers. If you ever did it, you know how much effort is needed, and there is no way to use this method to scout for incoming hostile armies on a regularly basis.
But probably I misunderstood your proposal...
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 16:38
Once again, this could work - but for new players who have not set up a strong structured defense, this would not work. And if we have large players clearing out new players without anyone knowing about it - the game is another travian/evony.
If that is your gaming style, I am not trying to discourage you, but this may not be the right game for you...however, I don't believe you have any intention on removing players before they even have a chance to build and develop. I have read the posts and I understand that you have an experienced player in mind (one with whom you can duel). Perhaps the Dev's can create some PvP (consensual dueling) conditions where, for only those consensual players, there is a Fog of War and scouts work as you propose. I truly think this would be an amazing feature - to be able to apply such conditions to a personal PvP duel!
But with the current FoW proposal - along with removing siege reports - and setting scouts around the map to be your eyes and ears...others will abuse this and begin clearing out whoever they wish. Perhaps this would be good for the war aspect... perhaps the community would rise up out of personal conscience and then you would have another "mob crucifixion" against a poor misunderstood "victim" player who doesn't see their actions as all that bad.
I am trying to be as realistic as I can and explain why the current proposal is not compatible with the community as a whole. I do like some aspects of it, but I (again, this is only my opinion - I speak for none but myself) must dismiss this proposal in its entirety.
If there is some aspect or element that has been misunderstood, please elaborate on it for those reading the forum.
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rorgash
Date Posted: 22 Mar 2012 at 17:34
|
did you forget about GC and the existence of Alliances, which helps new players? if someone doesnt say hey im being attacked please help, then no one helps them, even now. why do people worry about new players? hell if i attack a player with 30k pop and he/she goes running to GC i will be in trouble because im 20k bigger...
and Jimjams, yes i think you did, i said in a previous post that they should in this case add a occupy ability to scouts, so that you can plan them around your borders and by so they will keep an eye on that area for as long as you say before sending them out
oh AND NO FREAKING FUSSING DUAL SYSTEM, open world PvP is why we are here, anyone who tries to undermine this gets my spears in painful places...
|
Posted By: Rill
Date Posted: 22 Mar 2012 at 19:02
|
I'm not sure I know what open world PvP is, so it probably is not why I'm here.
|
Posted By: Aurordan
Date Posted: 22 Mar 2012 at 19:13
|
I think covert raids would be a cool feature, but maybe not full scale attacks. Certainly a siege shouldn't be able to sneak up on you.
Open world Pvp, by the way, is basically all the Pvp in Illyriad, and the only kind that could reasonably work in a sandbox game like this.
|
Posted By: Subatoi
Date Posted: 22 Mar 2012 at 19:22
|
Hmm
Sieges would have more equipment with them then Raids, so i can see covert raids working..
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 20:24
Calico Jack,
I cant help but feel (especially after your jab about others not listening to you, and you having to repeat yourself) that you are not listening as well. I know that we all hear what we want to hear (I am not above this), but I am trying to make this as clear as I can.
Calico_Jack wrote:
did you forget about GC and the existence of Alliances, which helps new players? |
In my hypothetical situation, any player (especially the ones with larger population...because the bigger they are, the quicker they fall to siege) who:
- (1) is away for four days
- (2) has a siege sneak up on them
- (3) has no sitter
- (4) is not in an alliance
- (5) and Global is not informed about siege activity (as you proposed)
- (btw, this described me two months ago - no sitter, not in an alliance)
would have one less city when they got back...after being away for only four days - THIS IS STUPIDITY. I have been away for more than four days in the past - this game doesn't control my life. Furthermore, what if a siege was launched to each one of their cities while away - they could come back after only four days to have NO cities left. This is not the spirit of Illyriad. I am not saying this to discourage someone from attacking another - I am simply pointing out that what is being proposed is a recipe for the complete and utter downfall of the very game we have all come to know and love.
Calico_Jack wrote:
why do people worry about new players? hell if i attack a player with 30k pop and he/she goes running to GC i will be in trouble because im 20k bigger... | This is not always the case. The players who get in trouble are the ones that are going out of their way to be a jerk to another. If you are simply attacking someone to get a rise out of them or get a little action, that is great as long as they are willing to fight with you. But the ones that go running to Global are the ones that are:
- (1) not wanting to fight
- (2) not set up to handle fighting (perhaps they are playing for the trade aspect of the game)
- (3) or completely too small to fight for themselves
When the player continues aggressions against another who falls into one of the three (and there could very well be more reasons why they are not willing or unable to agree to any dueling initiated by the instigator), then others who can and will meet the challenge step in. Then all of a sudden, the hunter becomes the hunted and accuses others of being a big bully. (>.<) History repeats itself.
Calico_Jack wrote:
oh AND NO FREAKING FUSSING DUAL SYSTEM, open world PvP is why we are here, anyone who tries to undermine this gets my spears in painful places...
|
Open world PvP is part of the game, yes - but not the only part of the game. You speak for yourself, but you project your own reasons for playing upon others. Some are here to develop and become masters of trade . . . others are more inclined to secrets, misinformation, and deception . . . others lean towards the diplomatic aspect . . . some like the strategy . . . some wish to become masters of a territory, but have no interest in total domination . . . while still others are happy and content with "medieval farmville." War and PvP is one of many ways to play. Now, with that being said - If two consensual players wish to engage in a PvP battle / duel without anyone from the outside interfering, then I 100% support this and wish them luck. Likewise, if two alliances wish the same, I applaud them and will happily stand on the sidelines cheering them both on... I only hope their playing isn't to completely remove the other from the game...
Calico_Jack wrote:
i said in a previous post that they
should in this case add a occupy ability to scouts, so that you can plan
them around your borders and by so they will keep an eye on that area
for as long as you say before sending them out |
I couldn't agree more with being able to set scouts to occupy a space! I would love to see a whole thread on this! Imagine occupying 50k thieves into one city to ensure it could NEVER be thieved! Imagine sending scouts to occupy a spot with troops and the opponent not being able to scout unless they have a greater number. There are so many possibilities! (please start a thread about this if you feel it's worth discussing further) However, I would not want to have to ship out 50+ every few weeks just to know if I am about to be sieged. Whats more, new players who are not in an alliance have no way to set up any detection for an incoming attack - and this is unfair to those who are just starting out in the game. ------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 20:29
Yes, (to the previous posts) covert raids are an interesting possibility - this could be a feature added in for those who wish to sneak up on their opponent. Good thinking.
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rorgash
Date Posted: 22 Mar 2012 at 20:42
|
on my intentional rage attack again the dual system as it was intentionally written in cap for the effect of orc rage :P
on the issue of sight range of cities which right now are infinite, maybe a compromise on this, longer sight and if someone in your alliance sees the army you get the report and "hidden" scouts following it.
I just think the infinite range to see armies are too much and leaves Scouts less useful then they could be, (still very useful during sieges)
Also on new players seeing them far away or not, dont see how that matters, as a new player it takes even longer to raise troops, but on the other hand getting 100 scouts is quite easy.
lvl 1 Consulate building super cheap tech 1 gold per hour upkeep
and for just having a look around i would think you dont need more then 10 per location to be useful
But i can see how with the current map and the way armies can move that a compromise would be needed.
But as in your situation you brought forth.. well maybe you should have thought about that? :P
Your choice of alliance and if you want a sitter or not is up to the person but as with anything you will have to accept the consequences, same if you join a alliance that goes to war with H? or Crows  that is your choice and so you die 
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 20:53
Yes, in my situation, I was well aware of the possibility of an attack. However, there was no game feature that would allow a siege to sneak up . . . That is (after all) what I am taking a firm stance against.
Covert raids, on the other hand, could be in interesting development.
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rorgash
Date Posted: 22 Mar 2012 at 20:58
i could see a 4-5 day or something spotting range on a siege, since being a siege is a slow moving horde of troops and materials for the siege, which is easily spotted, and a big deal, still dont want it to be seen 8 days away 
But raids and normal attack i think should not be seen until inside range 
So what you said sounds good to me
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 21:01
(^_^) Agreed! And about the 8 days away thing... yeah, I have send (and received) some which are 12 days... plenty of warning - in fact too much. I got so distracted with seeing it there every day that I eventually stopped paying attention. When it finally hit, I forgot all about it - lol
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rorgash
Date Posted: 22 Mar 2012 at 21:07
now comes the hard part, implementing it... i dont do webdesign or programming/scripting only game-design and level creation... 
need to capture a dev and make him/her start working on it 
|
Posted By: Subatoi
Date Posted: 22 Mar 2012 at 21:14
SunStorm wrote:
Calico_Jack wrote:
why do people worry about new players? hell if i attack a player with 30k pop and he/she goes running to GC i will be in trouble because im 20k bigger... | This is not always the case. The players who get in trouble are the ones that are going out of their way to be a jerk to another. If you are simply attacking someone to get a rise out of them or get a little action, that is great as long as they are willing to fight with you. But the ones that go running to Global are the ones that are:
- (1) not wanting to fight
- (2) not set up to handle fighting (perhaps they are playing for the trade aspect of the game)
- (3) or completely too small to fight for themselves
When the player continues aggressions against another who falls into one of the three (and there could very well be more reasons why they are not willing or unable to agree to any dueling initiated by the instigator), then others who can and will meet the challenge step in. Then all of a sudden, the hunter becomes the hunted and accuses others of being a big bully. (>.<) History repeats itself.
|
Um, or they are the people that know if they *pretend* to be scared on gc the crusaders will pop up and kill their enemy. We could test this out by getting a few people to have secret newbie accounts then randomly popping up on global in the next few months complaining of big bad players when in reality they just want to start some trouble by killing someone.
|
Posted By: SunStorm
Date Posted: 22 Mar 2012 at 21:39
Calico_Jack wrote:
need to capture a dev | DEV's are like leprechauns - very hard to catch, but if ya get one, they just might grant you a wish! (^_^)
Subatoi wrote:
Um,
or they are the people that know if they *pretend* to be scared on gc
the crusaders will pop up and kill their enemy. We could test this out
by getting a few people to have secret newbie accounts then randomly
popping up on global in the next few months complaining of big bad
players when in reality they just want to start some trouble by killing
someone. | Yes, that may very well be another method to try. However, I would like to point out the following...
Subatoi wrote:
they *pretend* to be scared | Nobody that is looking for a fight is going to *pretend* to be scared. Either they were attacked and don't want to enter into a PvP competition (and are truly scared because the other player is continuing hostilities which they want no part of), or they were actually the instigator trying to cause trouble - and the attack was a result of their own actions. This has happened before, and nobody came to help them. Does the player "Aneirin" ring a bell?
Subatoi wrote:
We could test this out
by getting a few people to have secret newbie accounts then randomly
popping up on global in the next few months complaining of big bad
players when in reality they just want to start some trouble by killing
someone. | Sounds like you might have already tried this. I remember a week ago a player still under new player protection claiming that another player had just attacked and thieved them... not too smart if ya ask me. FURTHERMORE, there is always the burden of proof. If their claim can be substantiated beyond a doubt, then yes - others will offer them help. However, there have been attempts which new players have tried to make such claims and they have turned out to be false.
------------- "Side? I am on nobody's side because nobody is on my side" ~LoTR
|
Posted By: Rill
Date Posted: 22 Mar 2012 at 23:07
|
I agree with SunStorm. I recall a couple of cases where players tried to start trouble by having another new player (or it might have been an alt) attack them and then complain about it. The situation was fairly quickly sussed out by gc.
Not sure why people find this sort of behavior amusing, but it takes all kinds, I suppose.
|
Posted By: JimJams
Date Posted: 23 Mar 2012 at 23:08
SunStorm wrote:
Calico_Jack wrote:
i said in a previous post that they
should in this case add a occupy ability to scouts, so that you can plan
them around your borders and by so they will keep an eye on that area
for as long as you say before sending them out | I couldn't agree more with being able to set scouts to occupy a space! I would love to see a whole thread on this! Imagine occupying 50k thieves into one city to ensure it could NEVER be thieved! Imagine sending scouts to occupy a spot with troops and the opponent not being able to scout unless they have a greater number. There are so many possibilities! (please start a thread about this if you feel it's worth discussing further) However, I would not want to have to ship out 50+ every few weeks just to know if I am about to be sieged. Whats more, new players who are not in an alliance have no way to set up any detection for an incoming attack - and this is unfair to those who are just starting out in the game.
|
I agree diplo would deserve some changes, making them able to reinforce a city or a standing army is one interesting option.
I still don't like the option to use them to discover incoming covered armies. It could be done the same way it is now for diplo attack, you get the advice when the unit is within a certain range without the need to send around units every now and then. As I said I don't like to do repetitive meaninglessness action. And I still believe the way it is working now is fine.
|
Posted By: JimJams
Date Posted: 23 Mar 2012 at 23:11
Calico_Jack wrote:
on the issue of sight range of cities which right now are infinite, maybe a compromise on this, longer sight and if someone in your alliance sees the army you get the report and "hidden" scouts following it.
I just think the infinite range to see armies are too much and leaves Scouts less useful then they could be, (still very useful during sieges) |
If the range is big enough to give people time to prepare for defense (from a slow siege army) it would ok to me too.
|
Posted By: JimJams
Date Posted: 23 Mar 2012 at 23:13
Calico_Jack wrote:
now comes the hard part, implementing it... i dont do webdesign or programming/scripting only game-design and level creation... 
need to capture a dev and make him/her start working on it  |
They have the code already (about). It is used to spot diplo attack.
|
|