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DeathDealer89 View Drop Down
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Direct Link To This Post Topic: Unify Movement options
    Posted: 29 Sep 2012 at 17:49
It also means after you capture a city instead of recalling all the armies and sending them all back out to the city 10 sq's away all you have to do is move them.  

As it is now, if your buddy 2sqs away from you is being demolished you could have 2 weeks before the siege engines travel back home and then travel all the way back to you.  Real war simply isn't like that.  
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Direct Link To This Post Posted: 29 Sep 2012 at 06:56
I still don't even know what your talking about when your talking about lightning wars possibly happening here unless someone suggested to decrease siege times also...

Most people would be able to see armies that were near their town if you took a look around and even after that it would still take siege equipment 12 hrs to setup and I don't think the average city will be sieged to the ground in 12 hrs after that... unless there is almost no population there already.

Then even with all of that it doesn't change the fact that politics on the server still for the most part dictate that were all supposed to be happy and hold hands... which doesn't always happen but the general mindset of the server is sing songs and dance together.

What it does change however is that perhaps an ally of yours know there is a war coming up one could mass up their troops in a particular region while otherwise it may take days to arrive. At least with the idea of being able to issue orders it would be more of a matter in how quickly a messenger could get there with a list of instructions which still gives the advantage to the local players but makes a war outside of your neighborhood at least do-able. Otherwise with the current setup you would simply respond to a hit on your ally and then go home. Then move back to the next target and head back home.
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Direct Link To This Post Posted: 28 Sep 2012 at 20:59
Originally posted by Elmindra Elmindra wrote:

Either reinforcing an allied city or allow armies to construct a fort.  Sort of like a siege encampment, but can station on any open square.  Make it require multiple days and resources to construct, and it allows you to give armies new orders from that location only.  Also give it an upkeep like sov, and orders still require a messenger to travel from your town to the fort in order to command the occupying army.


This is brilliant! Requiring construction on the square will eliminate the potential for instant attacks from anywhere, and allow for much strategy, as players must decide where to construct these forts and whether to allow other players to construct them near their city.

I love it!
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Direct Link To This Post Posted: 28 Sep 2012 at 19:59
Either reinforcing an allied city or allow armies to construct a fort.  Sort of like a siege encampment, but can station on any open square.  Make it require multiple days and resources to construct, and it allows you to give armies new orders from that location only.  Also give it an upkeep like sov, and orders still require a messenger to travel from your town to the fort in order to command the occupying army.
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Direct Link To This Post Posted: 28 Sep 2012 at 18:26
Originally posted by DeathDealer89 DeathDealer89 wrote:

Originally posted by Rill Rill wrote:

There are a lot of folks who play Illy who only log in once or twice a day.  One of the GREAT things about Illy is that you can sleep at night without worrying you will be wiped out overnight.

I agree that these movement changes would change the pace of the game and the associated tactics and strategies, but there are at least some and perhaps many of us who would prefer not to have that change.  There are other games out there where lightning wars are possible.  I've played them.  They are sort of exciting, but they get old quickly.

Yes but now you wouldn't have to worry about being able to log in at any point in time in order to coordinate your armies movements, you could park all of them outside of diplo range of the city and then move them all together.

and your enemies could just as easily do the same. 

I think the best compromise and balance is to only allow new orders to be sent to armies reinforcing an allied city. Atleast then there is still some pretty solid geography requirements to be met. 

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Direct Link To This Post Posted: 28 Sep 2012 at 17:42
Originally posted by Rill Rill wrote:

There are a lot of folks who play Illy who only log in once or twice a day.  One of the GREAT things about Illy is that you can sleep at night without worrying you will be wiped out overnight.

I agree that these movement changes would change the pace of the game and the associated tactics and strategies, but there are at least some and perhaps many of us who would prefer not to have that change.  There are other games out there where lightning wars are possible.  I've played them.  They are sort of exciting, but they get old quickly.

Yes but now you wouldn't have to worry about being able to log in at any point in time in order to coordinate your armies movements, you could park all of them outside of diplo range of the city and then move them all together.
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Direct Link To This Post Posted: 28 Sep 2012 at 17:38
Originally posted by Rill Rill wrote:

There are a lot of folks who play Illy who only log in once or twice a day.  One of the GREAT things about Illy is that you can sleep at night without worrying you will be wiped out overnight.

I agree that these movement changes would change the pace of the game and the associated tactics and strategies, but there are at least some and perhaps many of us who would prefer not to have that change.  There are other games out there where lightning wars are possible.  I've played them.  They are sort of exciting, but they get old quickly.


I understand where you're coming from, but I'm not sure giving order to units in the field would create "lightning wars." If you place a delay on the field order based on distance from the home city, then it will slow things down enough. Believe me, I don't want it either. I appreciate the fact that I must take into account travel time before sending vans, armies, or traders.

Giving field orders gives defensive boosts too. It makes assisting alliance-mates easier, as you can station an army in their city, then Sally Forth or attack/scout nearby occupying armies even if the player you're defending isn't online. And if you let scouts occupy a square and give them a vision radius where they will report hostile activity, that is an even further warning.

It would be REALLY neat if you could give scouts and spies search "patterns," where they move in a set path and observe all spaces within X squares of their path, reporting on hostile activities. Imagine the drama of observing an enemy's scouting pattern over time to try and time your army's movement into the city! That would slow the game's pace if anything.
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Direct Link To This Post Posted: 28 Sep 2012 at 17:29
There are a lot of folks who play Illy who only log in once or twice a day.  One of the GREAT things about Illy is that you can sleep at night without worrying you will be wiped out overnight.

I agree that these movement changes would change the pace of the game and the associated tactics and strategies, but there are at least some and perhaps many of us who would prefer not to have that change.  There are other games out there where lightning wars are possible.  I've played them.  They are sort of exciting, but they get old quickly.
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Direct Link To This Post Posted: 28 Sep 2012 at 16:25
If we go down that route, we could just simply just charge for every order that we send out troops on instead of having upkeep.  Or we could simply keep the mechanic that has been the same and everyone builds their cities around the same.  And change just the movement.
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Direct Link To This Post Posted: 28 Sep 2012 at 16:20
Originally posted by Salararius Salararius wrote:

Originally posted by geofrey geofrey wrote:

There is 1 serious problem with allowing any military orders to be sent to an army out in the wild. That army could be parked 20 squares away from it's target. It recieves the orders to siege the target.  Now the targeted player only has a 2 hour alert window until the enemy siege hits. 

That is scary. The only  appropriate preventative measure is to have players and alliance destroy any neutral/enemy occupied forces near their city, or atleast constantly scout them.

It really adds new dimensions to the game.  With the built in attack advantage, if you can't destroy an army camped near your cities then it really doesn't matter if that player attacks from 20 squares or 200.  If you're not paying attention enough to notice the encampment then will you really notice the attack from 200 squares?

Perhaps armies permanently assigned to the field are assessed a 10% higher upkeep charge to balance the increased flexibility.

Not that I expect this to change but it would be interesting.

I think higher upkeep could provide some balance. 

Maybe improving scout efficiency around your towns would help to. 

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