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Salararius
Postmaster
Joined: 26 Sep 2011
Location: USA
Status: Offline
Points: 519
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Posted: 28 Sep 2012 at 14:13 |
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. |
The fact that it is scary is sort of the point. If someone were to plant a large army on "your" rare herb plot 4 squares from your city it would no longer be just a threat to your resources it is also a threat to your city. Players would think more carefully before sending out giant armies to occupy resources near others cities. Small armies near others cities would indeed be wiped out and we'd get even more incentive for players to actively control land around their cities (either through alliance or force).
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.
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hellion19
Forum Warrior
Joined: 01 Aug 2012
Status: Offline
Points: 310
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Posted: 28 Sep 2012 at 11:18 |
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.
So I do not foresee players getting the ability to send orders to armies occupying any spot on the map. However, I do think players might get the ability to send orders to armies occupying an alliance city. This would increase the geographical value of alliance cities and help prevent surprise attacks from players across the map. |
I actually don't see any issues here tbh. Honestly I don't really see why it should give any kind of warning outside of your diplo vision area personally (I am not sure if it actually gives you warning prior to that or not). Even as it stands if I make a hit on someones town within 2 hrs from myself they have the ability to react though the reaction may be a bit slower from someone further out. If I want to siege than it will take 12 hrs to setup and after that time it will take quite a bit of time to capture depending on number of siege equipment. So even with your worse case scenario there is a 14 hr window for siege and 2 hrs if its just a regular attack. While giving the aggressor much more mobility and options when playing the game. I can see much more benefit than disadvantage and the fact that it also adds a good bit of strategy to the game.
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Hadus
Postmaster
Joined: 28 Jun 2012
Status: Offline
Points: 545
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Posted: 27 Sep 2012 at 20:34 |
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.
So I do not foresee players getting the ability to send orders to armies occupying any spot on the map. However, I do think players might get the ability to send orders to armies occupying an alliance city. This would increase the geographical value of alliance cities and help prevent surprise attacks from players across the map. |
This is a valid concern, but with these changes it would not be unfair: - First of all, it makes Foreign Offices more valuable. It also promotes sovereignty of squares for the purpose of increasing visibility. - Allow diplomatic troops to occupy squares, and receive scout/spy commands from there. Giving diplos free movement around the map opens up all kinds of exciting possibilities. Stationing watchmen around your city allows you to see opposing armies sooner, forcing them to occupy farther out. These on-duty diplos can then be commanded to scout the army without having to travel the whole way from your city. Additionally, diplos occupying a square could send a brief notification whenever a neutral force comes within their visibility. - Require a delay between when an order is issued to an occupying army (or any unit) and when they receive the order, kind of like messengers do now. This would be based on the distance from the home city. The other player could receive the notification of attack when the order is first sent out, giving them extra warning before an attack is issued. - Create a research tree that allows players to set "automatic responses" to sudden player attacks, so they don't have to be online to react as they desire.
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 27 Sep 2012 at 18:31 |
Yes that would be a completely legitimate tactic. And the siege would still have the normal 12 set up period. Plus they would notice that a random army was parked outside one of their cities.
Yes destroying large armies parked near your cities would be a great preventative measure. The same way destroying large armies next to your city would be a great preventative measure in a war for the period we are pretending to be in.
And yes I would agree that being able to give orders to reinforcing troops either by messenger or just because they are in one of your cities (or alliance cities) is a good start. So I will support that as well. But allowing orders to be given to troops via messenger anywhere would allow that in addition to much else.
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 27 Sep 2012 at 18:05 |
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.
So I do not foresee players getting the ability to send orders to armies occupying any spot on the map. However, I do think players might get the ability to send orders to armies occupying an alliance city. This would increase the geographical value of alliance cities and help prevent surprise attacks from players across the map.
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Albatross
Postmaster General
Joined: 11 May 2011
Status: Offline
Points: 1118
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Posted: 27 Sep 2012 at 15:23 |
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I'd be happiest if we just issued instructions on the Army objects, and the messengers just did their stuff to make it happen; there's really no need for the detail to be pushed every time.
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 27 Sep 2012 at 14:36 |
Honestly I would be happy with just being able to send a messenger and the messenger able to yo know actually send orders. Even if it is a single order and we offer all the same options as from a town. If this game is supposed to mimic how things were actually done then this would be it.
Armies were not sent out 2 weeks ago to raid a city, then march all the way back home just to do another 2 week raid of a city a mile away from the first one. Plus this offers a whole new strategy concept that we don't have.
Lastly it would cut down on time spent travelling which is always a good thing.
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hellion19
Forum Warrior
Joined: 01 Aug 2012
Status: Offline
Points: 310
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Posted: 27 Sep 2012 at 08:29 |
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Ya sadly I feel there are a lot of improvements that could be used in the movement of units as it stands. Even if its doing away with messengers and allowing you to pass orders around much quicker (which many may not agree with) or simply making your messengers more useful in that they are able to issue multiple orders at a time but can only issue what was given to them.
If you occupy square 3,4 and want to move to move to 8,2 and then siege a town right next to it then you can put that on the list of instructions that a messenger can do. This could allow for some tactics across the board but still requires communication between the emperor (you) and your generals (armies at said location). So if your conducting operations locally you will have a major tactical advantage over someone that is doing their operation across the map as it will sometimes take a day or more to change the course of their plans.
Though you did on a number of other things also those were the few things that stuck out the most.
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Hadus
Postmaster
Joined: 28 Jun 2012
Status: Offline
Points: 545
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Posted: 26 Sep 2012 at 22:31 |
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It strikes me as odd that, with Trade v2, my Traders can be instantaneously directed to move from trade hub to trade hub, regardless of the distance from their home city. Meanwhile, my Diplomatic and Military troops are confined to specific, limiting patterns that can rarely if ever be altered once commenced. I think it would be extremely helpful to unify the Movement system to some degree, by simply integrating the functions already built into many movement types.
Units would have one of three basic "states": Home, Active, and Occupying. Home is obviously when the unit/movement is in its home city doing nothing/defending. Active is when it is out in the world map performing an action: Harvesting, Attacking/Siege/Blockading, Delivering Goods, etc. The unit travels to the space and performs the action over the required period of time. It then either returns and goes back to Home status, or shifts into the third state: Occupying.
Units/movements can enter the Occupying state by direct order to arrive at a spot and Occupy it, or by ordering them--upon departure--to Occupy rather than return after an action is complete. Units in the away state will do nothing unless another unit lands on that space and forces a consequence to occur. The unit(s) will continue to occupy until given another order to return. Units can be recalled at no cost; however, by using a messenger diplomatic unit the player can give additional orders to the Occupying units, telling them to move to a new space and either occupy it or perform an action there. To adapt to the new system, Messengers would not be lost after their mission is complete; they behave like any other unit, and are either Home, Active, or Occupying.
It's important to note that I believe all units (except traders) could function this way. Caravans could be given resources and told to occupy on a square, allowing for strategic and convenient placement but posing the risk of thievery or destruction. Military units could now be managed from the field, allowing them to move from one occupying square to the next, or sit outside an opponent's visibility range until the right time to strike. Diplomatic units could occupy a square to increase vision range, or travel from an occupied spot, to an attacking city, and back to that spot, making them easier to find after an attack but not giving away their home city.
The final addition I'd recommend is to further the ability of other unit types to join movements. Movements would still be initiated based on the action being performed: If your objective is to harvest, you would initiate the movement under trade movements. However, military, diplomatic, and trade units could all be attached to your cotter movement if you wished. Send military units from your pool to guard caravans. Send scouts with your herbalists to occupy an area, scout the spots near the area, then send your already nearby herbalists to begin harvesting.
Unit movements would also merge if told to occupy a space already occupied by a movement from that town. So If you have an army on a space and send 30 scouts on a scout mission to that square, with orders to occupy it after, they would join the army.
As always, criticisms encourages. I do this for the enjoyment of brainstorming as much as I do it to improve the game, so some of my ideas might be out there.
Edited by Hadus - 26 Sep 2012 at 22:33
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