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twilights
Postmaster
Joined: 21 May 2012
Status: Offline
Points: 915
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Posted: 18 Aug 2013 at 18:52 |
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the war function in this game needs to become more strategy and less slug fest...having an attack doing nothing but taking simple resources which the game is overfilled with just makes the slugfest siege mechanic the only worthwhile war function....lets make this more of a thinking game than whoever is the biggest wins..i would love pathfinding, i would love battle magic and i would love an attack to cause more damage if the defender wimps out...this could be such an awesome war game with a few adjustments and we are seeing what is happening to the game with its outdated game mechanics and current game play...sory i have to get back to clicking
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 18 Aug 2013 at 16:55 |
Myr wrote:
If my troops show up at a city with a wall but there are no troops on it they might spend a little energy while they start a fire to burn down the door but they can't be kept out entirely. As someone said above, they can also use ladders and go over the wall if there are no troops there to stop them. A wall is only as good as the troops on it, with no troops it's just a wall that will slow down the attackers without stopping them. |
again, i think we run afoul of the very abstract system illy uses to resolve the conflict. this assumes that the citizenry itself, in the absence of their cowardly military, will sit idly while their defences are penetrated. they can now be killed by the incoming army (new) but cannot defend against them? (at the least, i hope i could be counted on for a pail of boiling oil.) it also assumes that the all-cav army carries ladders with it (without a speed penalty), or creates them from available forage (without time being taken in setup), and manages to overcome the wall and sack the city in the instant illy takes to resolve the battle. i would ask at least that a siege-like setup time be required to accomplish all that, possibly in proportion to the level of the wall.
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Myr
Forum Warrior
Joined: 26 May 2011
Location: Orlando, FL
Status: Offline
Points: 437
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Posted: 18 Aug 2013 at 15:29 |
Nalleen and Hora both have interesting ideas as well. Especially the idea of occupying a city and having access to what the people produce while you're there. If you go in with attack troops and occupy you will have the disadvantage of trying to defend with those troops when you're hosts troops come home.
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Myr
Forum Warrior
Joined: 26 May 2011
Location: Orlando, FL
Status: Offline
Points: 437
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Posted: 18 Aug 2013 at 15:19 |
Angrim wrote:
i can only speak for myself, but the reason my defensive garrisons leave a city under attack is that defending is a fool's errand in illyriad. if my troops had some way to sell their lives more dearly in defence, with cover behind a thick stone wall, than attacking without any such advantage, that would be enough to keep them in town.
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That pretty much sums it up. There is currently nothing to be gained from keeping your troops there to defend. If my troops show up at a city with a wall but there are no troops on it they might spend a little energy while they start a fire to burn down the door but they can't be kept out entirely. As someone said above, they can also use ladders and go over the wall if there are no troops there to stop them. A wall is only as good as the troops on it, with no troops it's just a wall that will slow down the attackers without stopping them.
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Hora
Postmaster
Joined: 10 May 2010
Status: Offline
Points: 839
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Posted: 18 Aug 2013 at 14:31 |
Hmm.... I would like to OCCUPY an enemy city plus forcing the population to produce stuff for me while sitting there... (something like tribute...)
If anyone would dodge the attack at first, he would have to climb his own walls when returning to take back the city 
Oh... and I voted no, as reducing pop is work for siege troups... I'd like more to have a tribute option...
Edited by Hora - 18 Aug 2013 at 14:33
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Nalleen
New Poster
Joined: 29 Jul 2013
Location: KY USA
Status: Offline
Points: 38
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Posted: 18 Aug 2013 at 09:23 |
Some good points here especially regarding cav having the advantage even if walls are lvl 20. I have two ideas to add to Myr's that offer a compromise. One, the amount of damage to population troops would do should be considerably less than that a catapult could do and maybe even have % chance ratio in order with the catapult/ram hit & miss ratio. Two, should wall levels begin to affect troop units' ability to "get into" a city to attack maybe based on a % chance also? This would, in effect, offer more of the realism Myr is looking for as well as give walls more of a role in the game and increasing their defensive worth. An alternate method of bringing realism to wall defenses is to implement the building and use of wall defense "units" such as spiked barricades and wall top crossbow engines within the wall tab. These could be limited to so many per wall level & wall level requirements for the building of each type unit if more than one. This would add many new dimensions to the war mechanics of Illy. Instead of dodging being your only option facing a set of troops outweighing yours, you would have more options for defending your city. Let's face it, a loss is a loss  and Myr's idea reflects this.
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 18 Aug 2013 at 07:33 |
Myr wrote:
I just think that there should be some additional penalty to leaving your helpless citizens at the mercy of an enemy army. |
i don't disagree at all that it's a very silly mechanic, worthy of Monty Python, to have all the armies leave the city for their own protection while the the attackers sort through citizens looking for anyone in armour, finally leaving in disappointment. i'm only saying that it works that way because the abstraction of combat in illy is so very...abstract. to put things on a firmer basis, unwalled cities would have to be immediately raidable while walled cities were not; t1 and t2 siege engines would need to be collapsed together (because really, there are siege engines that only affect walls and others that only affect buildings?); siege attacks would attempt to focus on walls and some number of "misses" would hit buildings; and once walls were reduced (or sapped by engineers, or gate security infiltrated by spies in place) the raid/razing/conquest could occur. cities would need to take population damage in a raid based somehow on the amount of goods taken. and why stop there? sieges without engines should still be effective, because the food production is not really "in the city", it's in the surrounding countryside, outside the walls. so a siege in progress should disrupt growing, mining, etc., hindering or preventing the generation of resources. at that point, a patient player without siege engines could fairly well starve a village in the same way we currently reduce population with siege engines...just like they did in the "good old days" of real siege warfare. defenders, of course, ought to be doing more than sallying forth from within a sieged city. why not allow their own siege engines to fire on the besieger's engines (with similar collateral damage for misses)? what about a sovereignty building representing additional fortifications, whose purpose would be to increase the bonus awarded by the wall? might the long-awaited battle magic help to even the contest, since the defenders would be so much closer to their mana than the attacker? i don't have the depth in illy combat that a lot of you in this thread do, but from what i have seen making it "realistic" would require more work than a point fix or two. i can only speak for myself, but the reason my defensive garrisons leave a city under attack is that defending is a fool's errand in illyriad. if my troops had some way to sell their lives more dearly in defence, with cover behind a thick stone wall, than attacking without any such advantage, that would be enough to keep them in town.
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Myr
Forum Warrior
Joined: 26 May 2011
Location: Orlando, FL
Status: Offline
Points: 437
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Posted: 18 Aug 2013 at 05:35 |
I like the plunder option idea as well as the population being rendered useless to work for a period of time. I just think that there should be some additional penalty to leaving your helpless citizens at the mercy of an enemy army. What if an army hit an undefended city and did one of several random things such as burning food storage which would wipe out any food in the city? Maybe rustle cows or horses? Or poison the wells and make the population unable to work for a period of time? It would also add a challenge to troop balance since it would be beneficial for each town to have defensive troops in the city.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 18 Aug 2013 at 01:58 |
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That's true. If building damage were allowed for attacking armies, the attacking armies should be 100% blocked by the city wall. Cavalry would be unrealistic, but perhaps ground troops could use ladders or something.
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 18 Aug 2013 at 00:00 |
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it's worth remembering that a part of the penalty imposed on an army for doing population damage is paid in speed. allowing an all-cavalry army to do so with no additional rules changes will rebalance the military game far(ther) to the favour of humans and elves. Myr's comment appeals to realism, but how is realism served if a cavalry army is allowed to loot and pillage a town with a lvl 20 wall without the service of siege engines? are we to assume the horses are stackable? i do not think the builders of the community will have a more positive attitude about the loss of population after a change that makes the loss both more likely and more abrupt. i would counter that what illyriad actually lacks is a mechanism for credible defensive strategy.
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