Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Real Covert Ops
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedReal Covert Ops

 Post Reply Post Reply Page  <1 456
Author
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 23 Mar 2012 at 23:08
Originally posted by SunStorm SunStorm wrote:


Originally posted by Calico_Jack 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.
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 23 Mar 2012 at 23:11
Originally posted by Calico_Jack 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.
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 23 Mar 2012 at 23:13
Originally posted by Calico_Jack Calico_Jack wrote:

now comes the hard part, implementing it... i dont do webdesign or programming/scripting only game-design and level creation...  Tongue

need to capture a dev and make him/her start working on it Embarrassed

They have the code already (about). It is used to spot diplo attack.

Back to Top
 Post Reply Post Reply Page  <1 456
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.