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GM Stormcrow
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Joined: 23 Feb 2010
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Topic: Soliciting thoughts: Siege & Sally Forth Posted: 22 Jul 2010 at 23:10 |
Hi all, Now that we're fully into the swing of Siege & Sally Forth between large forces (and those attacks appear to be working as intended  ) I'd like to solicit some thoughts. If the issues I'm discussing here aren't clear to you, or you don't understand what I'm talking about in any detail then - without wishing to seem rude - this thread isn't for you, and whilst your comments are interesting, this isn't a Q&A thread. This thread is specifically aimed at those players who have experienced sieges on either side, but I'd also like these players to consider these questions from *not only* the perspective of their own alliance or personal perspective, but also from the perspective of "the game as a whole" (ie everything from the siege-capable bully wailing on the new player "just because he can" to the all-out wars we're currently seeing). I've spoken with a number of players involved in these big sieges, and two major threads seem to run through their comments. Problem A. Sieges are concluding too fast already - and it'll only get fasterGiven that there are no actual physical restrictions on army size - accelerated by the fact that the "food/tax" bar is shortly to be raised substantially - there will come a time where cities, regardless of their size *and* defences can be "instapopped". This isn't right. Problem B. Sieging (and defending against sieges) requires *far too much* manual manipulationThe effort of co-ordinating siege armies and siege defenders is immensely time-consuming and burn-out isn't good for anyone. I agree with both sentiments, and have some thoughts on what we can do to make things better for everyone now, and in the future. And I'd like feedback on these thoughts, along with other suggestions in case there are any issues/solutions I've missed. Please note that most of my suggestions below are concerned with problem A. But I'd still like thoughts from players on solving problem B as well. The likelihood is that getting a solution to problem A is going to be quicker than getting a solution to problem B. There are short-term fixes, and longer term fixes. This is a pick-and-mix menu, it's not an either/or - many of these things can (and should) be done in tandem if they're the right solution. Possible solutions (short-term and longer-term) include (and please use this numbering if responding directly): a) Dramatically reduce to-hit numbers for Siege Engines b) Reduce the blanket 6H Sally Forth timer c) Only allow a city to be sieged from one surrounding square, *or* allow Sally Forth to continue to be a 6H timer, but operating on *each* sieging army e) Extend the 12H pre-siege timer f) Increase the gap between bombardments upwards from 1H to xH g) Only allow sieges on cities within a certain size differential (either alliance pop or individual pop) h) Limit the number of siege engines in any one army, perhaps as a function of target city population, or as a function of "supporting army size", or both (or other!) i) Allow players to Sally Forth *before* the siege bombardment begins j) Increase upkeep cost on Siege Engines, dramatically k) Allow neighbouring cities to also Sally Forth against hostile armies, regardless of the hostile armies' target l) Give buildings in the city "hit points", so when hit by a siege engine they're not instantly levelled-down. There could be skills (and/or additional construction options when constructing a building to influence building hit points), and the higher the building level, the more hitpoints I'm sure there are many more options - these are just the ones that have been kicked around by the dev team, and some are already based on suggestions from the players. I'd be delighted to hear people's thoughts on this; either the suggestions made above or other suggestions. Bear in mind that I'd like some short-term "quick" fixes as well as some longer term fixes. And please leave Alliance Politics at the door on this one! Best, SC
Edited by GM Stormcrow - 22 Jul 2010 at 23:18
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Selon Far
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Posted: 23 Jul 2010 at 00:24 |
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Stormcrow,
I agree with both of your points. However, IMHO, I think the too much manual intervention / planning and coordinating is above the other issues.
However that being said, I have some general comments on the siege/sally mechanics, then I will address some of the specifics as well.
On something you didn't cover, I think if someone comes under siege, an alliance mail should be issued by the system so that all alliance members can get notice a siege has been setup. Right now, with a little research (access to historical population/rank data, or a spy in the enemy alliance) you can determine people who are away from the game and send out a siege and never be challenged because no one ever hears about it. An email from the system to all members of the sieged party's alliance would be very helpful in that regard.
Generally, right now the siege and sally mechanics work pretty good if you are doing one siege on a town. If the defenders are of equal size to the sieging army the defenders can most likely hold off the siege army and not lose the city. There may be some minor tweaking that could be done, but I believe it's pretty close to spot on as long as you limit the siege armies to a single army. Now I say this having seen siege armies with a range of 18 to 30 building de-levelers. It doesn't seem to be a problem for me with some of my towns to be able to support as many as 50 'catapults' (which I believe would be too strong). So I guess I should say a single army with no more than 30 building de-levelers seems to be about the sweet spot right now for attacks on 8k+ pop cities.
If you placed limits right now on number of sieges to 1 and max siege engines at 30, I think it would be a reasonable limit for cities in the 8k+ pop range. Smaller cities take longer given that the pop damage per hit is lower relative to the 75% pop goal, so it probably works okay for smaller cities as well (favoring the defender a bit as initial population shrinks).
Now for some of the specifics I had comments on:
b) reducing the blanket 6 H sally forth timer.
Given that sieges already tax both players on the attacking side as well as defending side, making someone check every <6 hours (that alarm clock gets some nice workout) just adds to the manual intervention issue. So unless you also added the ability to set the game to sally as soon as it's ready without intervention, I think this would be a bad thing.
e) extend the 12 hour pre-siege timer.
I think you could maybe mix sov in here with this. Maybe have different sov levels extend the time it takes to setup a siege (sabotage of the siege camp by locals, etc.). I really would like to see some advantage from holding sov with regards to attacks and sieges and I think this would be a good way to implement this.
f) Increase the gap between bombardments upwards from 1H to xH
I don't like this at all. Already in this game too many things take too long. One of the fun parts of siege is checking your mail to see all the damage done to or against you. I would far prefer to see hit rates reduced than see inter-volley delays extended.
g) Only allow sieges on cities within a certain size differential (either alliance pop or individual pop)
I can think of several ways to game this that would be bad for the game overall.
i) Allow players to Sally Forth *before* the siege bombardment begins
This would be overwhelming for single army sieges with the current setup/sally timers. While this sounds good in the scenario of multiple sieges, it doesn't back-scale to one siege well. This would push sieging out of the grip of smaller players/alliances and make it the realm of large alliances who can field multiple siege armies and reinforcements. I don't like the idea that smaller players get sidelined due to trying to resolve issues with larger forces.
k) Allow neighbouring cities to also Sally Forth against hostile armies, regardless of the hostile armies' target
I think this is a horrible idea, as it fosters the creation of clusters. Clusters are a nice defense mechanism gaming the system to prevent siege armies from having a square to siege from. Adding in the ability to attack sieges in adjacent squares to this just makes it more powerful. You could game this by surrounding your important cluster/cities with towns built specifically to endure sieges (all structures leveled to maybe 8/9 or so) and then move armies into them and hit the sieging armies. IMHO, anything that promotes clustering should not be implemented as it's already a pretty strong defense mechanism.
l) Give buildings in the city "hit points", so when hit by a siege
engine they're not instantly levelled-down. There could be skills
(and/or additional construction options when constructing a building to
influence building hit points), and the higher the building level, the
more hitpoints
I would think this would get complicated pretty quickly, but might be something worth thinking about. I'm not sure I want more mouse clicks in this game, it's already pretty intensive as it is.
-Selon
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Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
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Posted: 23 Jul 2010 at 01:33 |
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a) Dramatically reduce to-hit numbers for Siege Engines Yes, seems reasonable, accuracy could increase as siege goes on and/or by research bonus. b) Reduce the blanket 6H Sally Forth timer Instead of a timer... allow players to Sally Forth as much as they want, but, have a factor in 'organization'. The longer a player waits, the more 'organized' the Sally Forth is.
Perk of allowing the organization to be high is that you commit more of your army into the 'Raid'. A more decisive outcome, more likely to get at the siege engines.
While having a low organization, the 'Raid' is less conclusive. Just small skirmishes that won't get you to the siege engines. c)
Only allow a city to be sieged from one surrounding square, *or* allow
Sally Forth to continue to be a 6H timer, but operating on *each*
sieging army Allow Sally Forth on *each* sieging army. Give Siegers the option to risk spreading out their forces for a faster siege. May go well with 'b'? e) Extend the 12H pre-siege timer There should be factors that effect this. Perhaps allow players to send saboteurs to increase the timer by -30 to 30 minutes at a time? New commander skill or expand Uncanny Sense to act as a preventive for siege sabotage. f) Increase the gap between bombardments upwards from 1H to xH See 'a', if you reduce to-hit, you won't need to increase the time gap. g) Only allow sieges on cities within a certain size differential (either alliance pop or individual pop) Keep the siege range... high. Smaller players can siege anyone bigger. But, bigger players cannot siege players less then 25%, 20%, or 10% lower then them. Scale it so the off-limit % goes up as you grow? Or lowers as you grow? h)
Limit the number of siege engines in any one army, perhaps as a
function of target city population, or as a function of "supporting army
size", or both (or other!) See 'j' i) Allow players to Sally Forth *before* the siege bombardment begins See 'Other Suggestion' and 'b' j) Increase upkeep cost on Siege Engines, dramatically This alone should keep the number of siege engines down. Especially when its enough to force the player to make their army smaller or increase taxes to support the 'same number'. EDIT: Instead, in light of HonoredMule's comment... scale the upkeep of Siege Engines up. The more a settlement has, the bigger the upkeep ratio. k) Allow neighbouring cities to also Sally Forth against hostile armies, regardless of the hostile armies' target No, PBs already have its inherent bonuses... And making too many changes favoring would make even more alliances rely on PBs. l)
Give buildings in the city "hit points", so when hit by a siege engine
they're not instantly levelled-down. There could be skills (and/or
additional construction options when constructing a building to
influence building hit points), and the higher the building level, the
more hitpoints This seems like a good idea to go along with 'a'.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other Suggestion: For army movement, allow players to delay arrival time of their armies.
So, for example: Sieging... Player A sends army to set-up siege. It'll land on 01JAN13:00.
Player B wants to reinforce the siege, but also wants to go to sleep. His army would land on 01JAN11:00. He sends his army out to reinforce, but orders them to delay arrival to 01JAN13:05. Then Player B goes to bed, not having to stay up 2 more hours or coming in later.
More casual friendly. And what with all the potential changes here favoring defenders.
(Though, with spies, 'clearing armies' can also time their arrival for right after the siege lands... if not occupying the land with defensive troops.)
Comment: Is it me or is this an over-reaction? Pushing all changes favoring the Defenders?
EDIT 1: See 'j'
Edited by Zangi - 23 Jul 2010 at 01:57
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 23 Jul 2010 at 01:41 |
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This reply is going to be all over the place. I blame these accursed widescreen monitors and difficulty reading as I reply.
From a perspective of relatively balanced opponents:
I like a), and l) look promising in the long term. But most of the other options look too dramatic and turtle-friendly/anti-results.
Options like b), e), and especially c) all seem more focused on nerfing the benefit a party gains form the effective coordination and extra effort they invest, and b) even makes more effort for the defender while failing to impact certainly highly successful diversionary tactics (as mentioned near bottom of post). That's not making anything easier or slower within the scope of siege, just less productive (in other words, way more draws and false starts). That's a formula for more burnout, not less, and effectively started sieges conclude the same. Multi-party sieges aren't much harder to execute, and brute-force single-party
sieges are only viable for domineering forces that can afford to win at a
loss. If a combination of effort and cleverness make the swing vote either way between only marginally similar opponents, then good. If the effort to succeed drastically overshadows the effort required to not fail, then smart people will sit back and not fail until they die of boredom.
The recent siege that resolved so quickly was not actually a well-planned or executed maneuver, but was handled hastily and sloppily, and made several mistakes that did NOT slow it down the least but did increase attacker losses substantially. The opponent actually had considerable opportunity to further alter the outcome, however. If I were to identify one thing that has hurt players more than any other so far, it would not be any in-game mechanic, but lack of patience. Things like launching on assumptions and other hasty, uninformed and/or uncommunicated actions have been the most costly. These are issues that will work themselves out with tweaking of the community instead of the game--i.e. learning more of the game as it is now, and holding back one's cards until comfortable with the odds. The efforts that have been most in vain have been those that were least considered. Maybe all this is a little off topic, except for one major factor that impacted that recent battle. All the defenders were sitting in a city totally depending upon Sally Forth instead of using a more balanced strategy, testing different angles, or at least waiting to see what was really going on. Diversification won, and if particular tactics of a single battle get nerfed, the next version is just a wider net of distribution, which won't fare much worse. I'm not denying the possibility of a problem, but it's hard to tell when so much can be attributed to strategy even more than coordination...and yet that's exactly the way I think it should be.)
Options like i), k) aren't slowing siege but nerfing the ability to start one, and its that kind of barrier to entry that takes the itch out of everyone's trigger fingers. k) especially... Clustering already rules the roost, and an option like this is guaranteed eternal stalemate between even the most bitter of foes.
There's a factor in place already that deserves some attention. A siege engine takes 11 hours to produce. One engine. That's a lot of troop production that aggressors have to sacrifice to partake in a siege. A marginally outnumbered defender--economically speaking--can bridge the gap by building those troops instead and waiting for the attack. It means operating on the enemy's timing, but your turf and with you better prepared yet economically matching pace. Furthermore, if you're building mostly offensive troops, even imbalanced skirmishes will come out in the attacker's favor, which in Sally's case is actually the defender. Where relatively equal parties are concerned, I don't see a problem. I think the balance is already pretty close. Where I do see room for improvement is in slowing the rate of destruction, but by landing fewer hits (maybe averaging about half as many as now). Making them less frequent only takes more action out of the game.
Siege may still be too fast now, but even as it stands large wars will still wage unresolved for months. That's not exactly a high level of volatility, and eventually even "winners" will start looking for games that are more productive and rewarding of effort, because the amount of effort invested isn't a wildcard variable. It's generally dictated by AFK concerns, so players tend not to meter what they invest nearly as much as measure what they get back, emotionally speaking.
There are some unmentioned options that I do like, however, which bring fairness to some of the recently tested tactics: a) is good, but I think the real major failing is the targeting of Sally Forth. It hits the last siege. If the last siege is the smallest yet best defended--or even a token one landing every few hours with just the right defense--then Sally Forth is almost completely wasted, and attackers are allowed to control every aspect of the battlefield (IF they manage to land). Defenders should be allowed to chose the camp they hit for reasonable benefit from that one tactic. That would at least force distributed attacks to be more carefully balanced and reward the defender with greater chance at removing plenty of teeth on the way down. Defenders should also have the sense to try direct hits (they never did work out as badly as some claimed), but that's perhaps "political" territory. I'm inclined to think this detail alone would drastically slow down siege resolution by more effectively cutting down the number of siege engines in play (whether they're all gooned into a single party or not).
From the viewpoint of unbalanced opponents:
My opinion on bullies is fairly well known, I think, but I don't begrudge them the right to exist--and to also face the enemies of their own making, as they oft do. That's part of the spice of the game. I don't think options like g) or h) make any useful difference for anyone. They upset the social balance with applying deterrent anywhere that will matter. Every bully hampered is also a victim protected from even bigger bullies. And not every tale of imbalanced forces is one of bullying. In larger wars, eventually someone is supposed to win. Sometimes that means kissing and making up, and others it means teaching a stern lesson and preventing near future comeback. And in more local terms, there are still sometimes justification for wanting to send your neighbors to live elsewhere. Eventually a tipping point is expected, and conclusion shouldn't take forever after that. There are currently mitigating factors in play, and I feel that they are sufficient to protect targets unworthy of the Galactic Empire's attention. Small population cities take as long to siege as big ones (maybe even longer), and the effort gains far less...except when motivations are not opportunistic. Yet the effort itself is not much reduce, and in fact is not reduce one whit if said small player still has big friends.
Further still, some of those players started out large, and their deflation was hard earned. Why should it be even harder to finish the job and part ways?
So, sieges against much smaller helpless players are already pointless and yet unstoppable due to sheer strength (and it has to be that way at some point), so I don't see anything that can be fixed and I'm not convinced anything's broken, because appropriate counters all work. Coalitions of small players can still easily overpower a larger foe through greater aggregate industrial output and/or more distributed effort that cannot be matched by a fewer craniums. For all the added complexity and tactical maneuvering this game enables, the most basic mechanics of browser gaming are working exactly like they do everywhere else.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 23 Jul 2010 at 02:07 |
Selon Far wrote:
On something you didn't cover, I think if someone comes under siege, an
alliance mail should be issued by the system so that all alliance
members can get notice a siege has been setup. Right now, with a little
research (access to historical population/rank data, or a spy in the
enemy alliance) you can determine people who are away from the game and
send out a siege and never be challenged because no one ever hears about
it. An email from the system to all members of the sieged party's
alliance would be very helpful in that regard. |
I suppose I could also reiterate my opinion that who's online within an
alliance should be privileged information. Then if spies still manage
to find out, the benefit is theirs for the taking. And if not, tight
lips earn their keep. That seems more balanced and "in the hands of players" than auto-alerts thwarting any secrecy beyond a certain point.
Selon Far wrote:
I think you could maybe mix sov in here with this. Maybe have different
sov levels extend the time it takes to setup a siege (sabotage of the
siege camp by locals, etc.). I really would like to see some advantage
from holding sov with regards to attacks and sieges and I think this
would be a good way to implement this.
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+1 Actually, I'll save myself some time. I agree almost completely with almost everything else Selon Far said. There is one more option that is probably worth mention. Make raze/capture population 10% instead of 25% and large cities will last a fair bit longer. The lower you go, the longer it takes to go down by the same amount. And small cities will look even that much less attractive to opportunists, further encouraging war of fortune among more equal parties. I also want to note that players should already want to divide their siege engines amongst more armies to diversify their impact, spread the losses, and reduce turn-around time between bouts of siege-preparedness. So I don't see what enforcing it will do. A max of 30 seems reasonable I guess, PROVIDED that limit is not applied to direct attacks and does not prevent carrying that many engines around to other means (like feints and dodges). But I was just recommending to my alliance mates that we shouldn't use more than 20 per army just out of good strategic sense anyway.
Zangi wrote:
Comment: Is it me or is this an over-reaction? Pushing all changes favoring the Defenders?
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I do agree. I pointed out one serious issue with Sally Forth (the ability to divert over-committed defenses beyond reason), but for the most part, I'm having a hard time not thinking this is a reaction to events that were mostly fueled by the decisions of the participants involved. This is a matter that naturally H has analyzed closely, because we expected a response in similar form once we'd demonstrated the tactic and already had our counter-strategies planned out, even accounting for Sally Forth diversion. No one should want to mass a single siege whatever the extenuating mechanics, because the besiegers lose more than the defenders to Sally Forth and just inflate their siege losses in every hit (direct or Sally), even in reasonably optimal conditions. Neither should a defender hit just one party when the one with the most siege will lose the most engines, slowing down the siege substantially. But when those are the choices made, and counter-sieges get plenty of setup time with minimal opposition, results will actually be achieved. Division of siege is not without risk either. A camp that took <33% troop losses also took 66% siege losses (2 from each division holding 3), due to some kind of rounding anomaly.
Edited by HonoredMule - 23 Jul 2010 at 02:09
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 23 Jul 2010 at 05:48 |
I have a lot to say on this but I'll start with the following and revisit later: 1) Your two main points seem contradictory - sieges cannot be both too easy or too hard, they could be either or neither. I lean toward neither. Executing a successful siege against any of the top alliances in the game *should* be difficult. It should require a lot of intense effort and co-ordination and it should reward those players and alliances who are willing to dedicate the effort to it. The satisfaction from making it work is proportional to that effort and dumbing it down is not going to encourage people to get heavily involved in the game. There have been three major sieges since the Sally changes, if sieging was too easy you would expect them all to have succeeded, if it was too hard they should all have failed. As it was there was a nice mix and the deciding factor was the skill and organization of the parties involved rather than the mechanics. FYI there are potential counters to multiple siege's using existing mechanics. The fact that some think there are not does not make multiple sieges overpowered. 2) Potential changes from above: a) Could work - while you're at it make the stats equal across siege engine types. Something in the 30-35% range and fix the apparent bug where the accuracy does not actually improve as the siege goes on. b) Completely agree with Selon, please don't. c) Allow the player to choose which siege to hit, but no other changes. d) What happened to (d)? e) Meh, not a huge impact as far as I can see. Travel time is already long enough. f) Completely agree with Selon, please don't. g) & h) while a minimum city size (500-1000 pop?) makes some sense to me, adding artificial limits to things just doesn't jive well. i) Way too over powered. Travel time to the target means it's easy to drop a load of defenders into the city, wait for the siege to arrive and blast it. j) Could be OK. k) Massively encourages blobbing, to be avoided. l) Make the number of hits required proportional to the building level and the population loss from delevelling. This would slow down the early stages of the siege but not impact the latter stages - could be ok. 3) Other ideas: i) Avoid the ability to "outflank" the Sally Forth. Once the target population is reached the defenders are currently stuck. They cannot Sally forth any more since the siege army will simply storm the city while they are in the field. Making Sally Forth travel at speed 12 or making the armies meet in the field should fix this. ii) Change the % participation in the Sally Forth battle (make it higher - 40-50%) and fix the bugs in the casualties algorithm. iii) @HM lower target pop is also a good idea. iv)
HonoredMule wrote:
I suppose I could also reiterate my opinion that who's online within an
alliance should be privileged information. | Agreed. In addition. sending mail to alliance leaders that a member is under attack is good. It's then up to the alliance to ensure that they have sufficient leadership coverage. Finally I agree with the closing statements of Zangi and HM.
Edited by KillerPoodle - 23 Jul 2010 at 05:49
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 23 Jul 2010 at 12:49 |
Hi All, Thank you very much for the considered and thoughtful posts so far. My gut feel is that if both HM and Selon Far are agreeing, then that's probably the right way forward. I have a few questions and clarifications, though:
HonoredMule wrote:
The recent siege that resolved so quickly was not actually a well-planned or executed maneuver, but was handled hastily and sloppily, and made several mistakes that did NOT slow it down the least but did increase attacker losses substantially. The opponent actually had considerable opportunity to further alter the outcome, however. If I were to identify one thing that has hurt players more than any other so far, it would not be any in-game mechanic, but lack of patience. Things like launching on assumptions and other hasty, uninformed and/or uncommunicated actions have been the most costly. These are issues that will work themselves out with tweaking of the community instead of the game--i.e. learning more of the game as it is now, and holding back one's cards until comfortable with the odds. The efforts that have been most in vain have been those that were least considered. Maybe all this is a little off topic, except for one major factor that impacted that recent battle. All the defenders were sitting in a city totally depending upon Sally Forth instead of using a more balanced strategy, testing different angles, or at least waiting to see what was really going on. Diversification won, and if particular tactics of a single battle get nerfed, the next version is just a wider net of distribution, which won't fare much worse. I'm not denying the possibility of a problem, but it's hard to tell when so much can be attributed to strategy even more than coordination...and yet that's exactly the way I think it should be.)
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Interesting, HM. If you don't mind sharing, what do you think your mistakes (by which I mean H?s generally) were - apart from impatience? Or - if you're unwilling to share these things strategically in public - which I completely understand - which of of the changes we're suggesting would have slowed down the attackers more considerably, and not put the city in jeopardy as quickly as it was?
KillerPoodle wrote:
I have a lot to say on this but I'll start with the following and revisit later:
1)
Your two main points seem contradictory - sieges cannot be both too
easy or too hard, they could be either or neither. I lean toward
neither.
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One is saying that - with sufficient firepower - sieges can be finished too quickly. The other is saying that the user interface makes it difficult to organise both sieges and responses to sieges. I don't believe they're contradictory...?
KillerPoodle wrote:
c) Allow the player to choose which siege to hit, but no other changes.
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I could be wrong here, but is this not already the case? The defender should have a listing of all the siege locations currently operating against their city on the siege summary page - if Sally Forth is available - pressing Sally Forth against *their choice* of siege encampment should send the Sallying army out to that neighbouring location. If this isn't the case, it's not "working as intended", and I'll definitely look into it further.
KillerPoodle wrote:
d) What happened to (d)?
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/me wiggles fingers and mutters "This isn't the d) you're looking for.... Move along."
KillerPoodle wrote:
... sending mail to alliance leaders that a member is under attack
is good. It's then up to the alliance to ensure that they have
sufficient leadership coverage.
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Yes, when we get the "alliance-player summaries" up and running, there'll be a new Permission in the Role options list for "Access to Alliance-wide Operations". This will provide players with that permission the ability to see a complete list of inbound and outbound military and diplomatic units for every player in the alliance (excluding those under "Covert Ops" and the soon-to-be-released diplomatic "Stealth" skill, ofc). Adding an email alert in the event of a Siege camp setting up to players with this Permission would be simple. Any additional thoughts, comments etc are welcome. Best, SC
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 23 Jul 2010 at 16:39 |
GM Stormcrow wrote:
Interesting, HM.
If you don't mind sharing, what do you think your mistakes (by which I mean H?s generally) were - apart from impatience?
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I think I gave away more sensitive information of tactical value in an earlier post, and the mistakes we made aren't really sensitive information at all, so I don't mind. The biggest and most obvious screw-up was that we had some troops arrive hours early on what should have been our smallest yet most defended siege. It was the diversionary camp, assigned to arrive last. Instructions were not communicated as clearly as they might have been, and some of our trusted but less involved members inadvertently caused that siege to bounce from the most defensive square. That also meant our intent to camp there was laid bare several hours in advance in the form of a weak and easily cleared pre-occupation. Thus opportunity was paved to pick off the siege of easily-guessed destination with pre-occupation and keep Sally pointed at one of the two large sieges. Although this opportunity was not taken, we did still take much higher siege losses elsewhere while this siege was being reset. My own short-lived siege camp on the NW plains was also under-defended for the amount of diversionary power it carried. I sent about 1k troops with no reinforcements and 8 siege engines, which were handily picked off by a single attack. I should have made White's decision more difficult and balanced by either reinforcing with another thousand troops or so, or leaving more engines at home (or both). Other (subjectively) mistakes: sieges were all launched at once instead of for a shared target window, and as a result the defenders (which were very strong even just in that cluster) had opportunity to hit undefended sieges with timed speculative attacks, preoccupy squares, and attempt other early tactics at optimal opportunity. No pre-clearing attacks were sent, and reinforcements were not tightly timed by many participants. Those did not hurt us, but they could have been devastating. This calls attention to the continued vulnerability of an incoming siege, when divided into camps. Defenders know exactly when a siege is arriving (which is fine) and may have a relatively small number of tiles that can be the target (also fine). There is still plenty of opportunity to stop a siege before it starts, and even more so when siege is split into multiple wings. When the wings arrive all at once, the chance of catching one or two with defensive pre-occupation (which can be set up way faster than a siege takes to arrive) leaving non-siege-defending troops temporarily out of action is high. When they don't all arrive at once, there's multiple chances, each subsequent one with better odds. There's plenty that can be done to turn the tide from the defender's perspective if online activity and strength are even roughly comparable. When reinforcements are not tightly timed, early direct assault will usually cut down siege numbers by 30%. When pre-clearing attacks are not tightly timed, pre-occupation can be sloppy and just plunk down to wait, accruing more troops over time. Without fail, timing and coordination (and information) are the cornerstones of any browser game. Having to balance unit queues with equipment production and trade, design good army composition in contextually-sensitive manner, and speculatively fight for control of non-city territories all offer much greater depth and creativity, but do not shake this foundation. I do not see any other game rules doing so either unless it is to render offensive timing moot through lack of results. But that pretty much stalemates the whole game. Some other mistakes I'm seeing in general revolve around kitchen-sink operations--throwing everything (offensive and defensive troops) into defensive operations, offensively throwing everything into one basket, and a general failure to minimize troop losses. The larger forces get, the more I'm seeing that adding large amounts of poorly-suited troops only increases your own casualties of offensive and defensive troops alike. Ill-suited troops actually drag down well-suited troops. This also means that if you need one kind of troop to deal with something, you might as well find something else for the other kinds of troops to do. Usually that something else can achieve a fair bit of synergy with the primary objective, but I'm a little bit reticent to be any clearer regarding this point. After all, Harmless isn't as big as it looks, due to certain non-contributing aspects. There's also matters of optimizing economic output/balance and getting the most out of barracks queue time, and I'm seeing a lot of inefficiencies within H in that regard...I've been putting off writing up a bunch of strategy-guide-like articles for our members, but I think we're going to kick the spies first anyway...let our enemies at least figure out that much on their own. ---- I'm giving away a fair bit of strategy to my own detriment, but I see myself "giving away strategy" long after I've become much less active in demonstrating it. As H's position with its enemies becomes a little more safe, I'm thinking of soon unlocking my timer management utility to the public as I did my calculators tool, as well as considering some additions to the calculator's output which will highlight a better measure of success than generalized strength losses. And just in case no one outside H realized (I never updated the description on the page), the calculator can now accept text copied from the "view military units" page, which is handy for assessing home/occupying armies, or summarizing troop counts for a census report. It's not just a mantra: Information is power.
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 28 Jul 2010 at 03:34 |
From our Forum:
Something I would like to implement is a communication system in the
event of a city of sufficient size notifies the nearest allied city and
admin capital of impending doom.
Imagine if you will, a city of
decent size that is an active member of the Illyriad trading communities
is suddenly beset by a marauding army. As the enemy approaches burning
up the nearby lands escorted by weapons and ballistas of doom, a mother
straps her young daughter/son onto a sturdy mule/horse/donkey to ride
onto safety to alert the allies of its upcoming troubles.
As the
steady animal reaches the nearest allied city, the boy/girl falls off
the said donkey and whispers the words, "Mi Lord, the city of _______ is
under attack by... ". The authorities attempt to gather more
information from the child but little more can be obtained as the child
succumbs to the long journey with dehydration and fatigue of the mind.
I'm
not proposing all cities have an announcement system, but cities of
certain large size under attack would certainly cause reverberation
(sic?) throughout the nearby lands.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 03 Aug 2010 at 03:04 |
With limiting what size city can siege what size city you'll come across the problem of alliances using a small outpost (which poetentially could not be destroyed by any nearby adversaries) in order to help set up a siege . If limiting size was implemented then there would also need to be some sort of failsafe such as that any city within the major alliances can be attacked in order to avoid abuse of the new player protection.
While siege should be slowed down I believe that at the moment there isn't really enough options when it comes to a siege, all aspects of siege essentially rely on on getting a large portion of an alliance's troops to a specific location, at the right time and it seems that the outcome of a siege is almost entirely determined by effective organisation And only very marginally affected by stratergy.
I have already posted a suggestion that siege's and counter sieges should be greatly influenced by blockades and supplies. If it was made so that a siege encampment required food to maintain troops. and that these supplies had to be transported by caravan.(in this case automation would be acceptable) and that all food production was halted within the sieged city then blockades could become a better method of winning a war. It could even be made possible that a siege could bbe conducted without the use of siege engines.
A new technology which allowed counter siege encampments to be set up would mean that troops could more easily be fed as the attacker would not be able to blockade all squares in reasonable range, however no defensive wall bonus would be available if the attackers choose to attack the counter siege instead of the target city.
In short food, or lack of food has been an imoprtant part of most historical battles and should be implemented in the game to deversify the number of stratergies available.
Edited by col0005 - 03 Aug 2010 at 05:17
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