|
Wild Animals are Non-Player Characters (NPCs), which until
recently had spawned randomly on resource plots and unlike normal NPC armies Wild
animals have no faction. Additionally the relative size of wild animal populations
was less than their faction based equivalents, and their party size was always shown
as oppose to having to scout them first. (for party sizes chart see http://arcanum-illyria.com/wiki/Party_Sizes" rel="nofollow - http://arcanum-illyria.com/wiki/Party_Sizes ).
Now it seems that wild animals do not spawn randomly nor are
they confined to the resource wells they had been previously confined to. (for
an update on the changes consult the herald’s article “Order of Allembine
Announce Cartographic Breakthrough” ( http://elgea.illyriad.co.uk/#/World/Herald" rel="nofollow - http://elgea.illyriad.co.uk/#/World/Herald )
or GM Stormcrow’s post here http://forum.illyriad.co.uk/major-release-22apr12_topic3469.html" rel="nofollow - http://forum.illyriad.co.uk/major-release-22apr12_topic3469.html .
These changes have created 2 problems affecting the entire Illyriad community. The
first is the possibility of over hunting animals and causing their suppression;
the second problem is training commanders for new players.
The suppression of wild animals.
Some may not think that the loss of Wild animals is significant
to Illyriad, to these people I would point out that wild animals are still the
only combat army without faction universally accessible available to all
players. Secondly Wild Animal NPCs are the only armies with small enough
numbers to allow new players to use them for training. Thus the loss of Wild
Animals would be more of a detrimental to new players than established ones.
There has been mention that Wild Animals will attack players
eventually. (See GM Stormcrow’s comment reposted here: http://forum.illyriad.co.uk/hungry-hungry-salamanders_topic3480.html" rel="nofollow - http://forum.illyriad.co.uk/hungry-hungry-salamanders_topic3480.html ).
While attacks on player armies in the field is not a significant issue, if the
wild animal attacks do begin attacking Player cities the topic of suppression
of Wild Animals would need to be revisited. As for right now Wild Animals are a
benefit to the entire Illyriad community. As such we may want to consider
adopting some conservation practices across the entire community especially for
the larger players.
The easiest practice would be to not attack Wild animal
groups smaller than a predetermined size category, allowing them to grow into
larger communities and have splits. This of course would be a burden on new
players not being able to level commanders until they could have armies in the
thousands. And it would also be extremely easy for the trolls to grief the community
by killing off small packs. Ultimately we will need to adopt a policy with a
greater likelihood to succeed. To this regard I suggest medium size players and
larger (3 cities or equivalent population) not attack wild animal populations
smaller than “many”. This is pretty easy to do because we don’t get much benefit
from attacking armies that small. But we should also adopt the protection of
breeding communities. And not attack legion size groups or larger. This will be
harder to do because it may cause Boredom for larger players. (see scaramouche’s
comment. http://forum.illyriad.co.uk/npc-growth_topic3509.html" rel="nofollow - http://forum.illyriad.co.uk/npc-growth_topic3509.html ).
Hopefully after time larger number of higher level breeding communities could be
established. This would allow players to increase the minimum size of breeding
animals; making more animals available.
Training
This of course leaves the problem of Training commanders,
and as a peace loving elf, I lack much of the experience necessary to develop
this. However in my experience I have
learned that training commanders must meet certain criteria.
1.
The target must not require the use of scouts. Often
for players who only play the game once or twice a day the need to scout a
target to find out the needed number of troops will prevent them from utilizing
that training option.
2.
The solution must not kill the commander of any
involved party. Nobody likes spending lots of time and money to resurrect their
commanders.
3.
The solution must not be cost prohibitive to all
of the parties involved, i.e. not needing thousands of troops or adv resources.
4.
The solution must have a way of clearly
identifying the participants.
I have tried for some time now to find a loophole in the
game mechanics to allow members to attack within their alliance or even their
own cities. It seems that the mechanics keep accidental attacks to a minimum
which is good, though with the difficulty this adds to training commanders, I wonder
if the developers are deliberately implementing changes to encourage
warfare.
I would suggest the community of players develop something
around the raid technology/tactic. Ideally it would work best if larger players
could set an army to occupy a tile in the wilderness and allow smaller players
raid these camps. The players providing the occupying armies could be
identified by a section in their player profile which lists their training
armies. Hopefully if the armies are sent out without being covert then the need
to scout would be removed and would allow the raiding player to check that the
army is available for training.
Another option would be to have a town without city walls
which could be reinforced. Again towns would be identified by listing the town
in the player’s profile. Training towns obviously couldn’t have a city way
because they would cause the cost burden to fall disproportionately on smaller
players; which would oppose the objective(s). Yet another option is to use the abandoned
towns of former alliance members (people who left the game not just the alliance).
To this regard keeping 1 or 2 inactive players in an alliance might be helpful.
The obvious disadvantage to this is the locations of these towns. First these
towns would hinder other players from taking their “advantageous” location. Secondly
they may not be located near enough to the training player to make this a feasible
option. The last option I can think of is a bit of an exploit. This involves
the creation of a “fake” alliance in which towns are placed from to-be
abandoned accounts. This alliance is then confederated or Non-Aggression Pack (NAP)
with the relevant players alliance. The advantage to this last option is that
many towns could be built from the same account and things like town storage
could be maxed to allow players to use the town(s) as repositories of free
resources.
The biggest problem I can foresee is trolls griefing
training players by intentionally killing the armies set to occupy/reinforce. This
might be overcome by the occupying player utilizing a large army so casual
trolls will think twice before attacking. Additionally it adds the advantage of
not needing to recall their armies after every training battle. This might allow
larger players to no longer need to “hunt” experience for their commander but
rather wait for it to come to them. I am not certain how feasible some (any) of these options are as my experimental attempts did not have the breadth of resources necessary to test these theories. It is at this point that I look to more veteran player to help form idea. it is my goal that from this; the Illyriad community can have a practical agreement for training commanders across the majority of players and alliances.
|