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HonoredMule View Drop Down
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Direct Link To This Post Posted: 22 Sep 2010 at 15:54
Another important detail of note is that if you already have research, you get its benefits right away.  For example, having already researched heavy cavalry, you can start producing it at your new location as soon as you have a level 1 barracks.  Your top-level killing/seeking runes are fully capable with a level 1 mage tower, you can produce advanced resource structures and resource-boosting structures right away, and so on.

As a result you can also skip investment into the library and buy cheap low-level warehouse upgrades while the storehouse is also at low levels, so your construction time and raw materials can be more heavily focused on rebuilding infrastructure as well.  Not only do you return to a useful state much earlier in the rebuild process, you also have drastically reduced rebuild time even without even without prestige, because you can pour a greater percentage of your output into getting back to large-scale operation earlier in the overall rebuilding process.
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Direct Link To This Post Posted: 22 Sep 2010 at 15:59
Originally posted by Kumomoto Kumomoto wrote:

Therefore, you could really quickly rebuild a city if you have all the research spend a lot of Prestige...


Having access to a large source of resources anytime doesn't hurt either...
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Direct Link To This Post Posted: 22 Sep 2010 at 18:05

Keeping your research after your last town is destroyed is nice, but I see one glitch in this concept.  Let's say you have 3 towns, one of which has all research, and you had just built your 3rd town which has no research at all when suddenly you find yourself in a war that quickly goes bad for you (say you attacked H?  Tongue ).  They want to hurt you bad so all they have to do is destroy your largest towns first leaving you with the small town with no research last.  Once that town is destroyed, you reset but without any research.  Unless that's not how it really works, sounds to me like your better off just creating a new account.

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Direct Link To This Post Posted: 22 Sep 2010 at 21:42
Originally posted by Shrapnel Shrapnel wrote:

Keeping your research after your last town is destroyed is nice, but I see one glitch in this concept.  Let's say you have 3 towns, one of which has all research, and you had just built your 3rd town which has no research at all when suddenly you find yourself in a war that quickly goes bad for you (say you attacked H?  Tongue ).  They want to hurt you bad so all they have to do is destroy your largest towns first leaving you with the small town with no research last.  Once that town is destroyed, you reset but without any research.  Unless that's not how it really works, sounds to me like your better off just creating a new account.



I'm pretty sure this is how it works, as our alliance has done this to people that really annoyed us before.

Originally posted by Kumomoto Kumomoto wrote:

The problem with making original towns unconquerable/unrazable is that you can't knock someone out of your area. It is also totally unrealistic. Here you can basically destroy them, thoroughly wipe out their army, have your troops basically using their castle as a latrine and you can't make them go away?


Can we please keep the "unrealistic" argument out of here? I don't think it's realistic that elves and orcs and dwarves are running around the map or that an entire city can be constructed in a few months time or that I can cast a magic spell that kills your livestock but you don't hear anyone complaining about that. It's a game, the realism argument doesn't work.

Alright, so why not make it so they're still moved across the map but they still don't lose everything? I'm sure something can be done that will skill have risks and consequences but not completely destroy all of a players hard work?

And once again I'd like to point that people generally only buy prestige when at war, so large consequences that make people fear war and act over cautiously doesn't help the game.
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Direct Link To This Post Posted: 22 Sep 2010 at 21:46
Originally posted by Brids17 Brids17 wrote:

[QUOTE=Shrapnel]
Alright, so why not make it so they're still moved across the map but they still don't lose everything? I'm sure something can be done that will skill have risks and consequences but not completely destroy all of a players hard work?

And once again I'd like to point that people generally only buy prestige when at war, so large consequences that make people fear war and act over cautiously doesn't help the game.
 
I like the idea of moving them without destroying all their buildings, but destroying some meaningful percentage of their buildings... That should satisfy the need to remove them from your area...
 
And what do you mean Orcs aren't realistic? When's the last time you watched professional wrestling?
 
And magic? My wife casts vicious blights on me regularly. She's particularly fond of Sharp Frost... ;)


Edited by Kumomoto - 22 Sep 2010 at 21:50
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Direct Link To This Post Posted: 22 Sep 2010 at 22:47
No we can't disregard arguments around realism.  Just because we're in a fantasy setting doesn't mean we can throw sensibility to the wind, and "realistic" behavior is also more predictable, easier to learn, and a safer, stable foundation for designing game mechanics.
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Direct Link To This Post Posted: 23 Sep 2010 at 03:58
Furthermore [on the subject of realism] as I understand it a fair bit of effort went into the research behind the various buildings to mimic historical medieval Europe. This is particularly true if one bothers to read the various descriptions on sovereignty technologies, they all match up with reality most impressively.
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Direct Link To This Post Posted: 23 Sep 2010 at 05:57
I have to say I do agree that making the capital city invulnerable is a bit much. However I don't see that my idea of allowing all the interactive buildings to be destroyed will make illyriad like all the other annoying and "inferior" simmilar games. If once a month a player is unable to interact with the wider world from a town they're either going to quit, or with the new ability to move locations, will elect to move their town. A successfull siege could also give 50% of all resources within that town and currently travelling to that town to the siegeing town as well as the destruction of all military and diplomatic units from that city.
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Direct Link To This Post Posted: 23 Sep 2010 at 06:39
I read in another thread something about moving your entire city after unsettling it so it becomes a moving campment.
Why not make the loser of the batlle become forced to become instantly unsettled (everyone escapes, becomes war refugies, but not everything is taken away with them because they didn't have time to pack up. the attacker would be able to keep whatever is left behind.)
Bartimeus, your very best friend.
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Direct Link To This Post Posted: 23 Sep 2010 at 11:02
Hi, I am SpecialOne, one of H?-White war victims. Tongue
I had 3 towns at that time and H? destroyed 2 of my towns and take the last.
Is it hurt? Yes, it is really hurts.

So, based on my experience, I want to offer another solution for this.

When  a city is attacked and some building are destroyed. We don't need to build this buildings with the same amount of resources and time like before, we need only half of them.
For example:
lets say I have barrack level 19. I got attacked and my barrack level down to level 10.
Since my highest level for that barrack was 19, when I upgrade my barrack from level 10 to level 19, I only need half of resources and time required.
This will help someone to recover faster.
If you think 50% discount is too much, we can change it to 35% discount.

How if a city is completely destroyed? The owner will have a template of destroyed city.
For example:
I have 2 cities, let say it's name is Special City and Lake City.  One of my city, Lake City is completely destroyed. I will have a template of maximum building level and research of this city.
When I build a new city, server give me option, to build a city based on Lake City or from scratch.
If I choose from scratch, then it will be a usual new city.
If I choose Lakel City, then I will get all research from my destroyed Lake City instantly and maximum building level.
If my old Lake City has level 19 barrack before, then in my new Lake City, I can build barrack from level 1 to level 19 with only half of resources and time required.
For research, I have all research transferred from my old Lake City to my new Lake City.
If I already use my destroyed template city, of course I can not use it again for my next new city.

About how this completely destroyed city affect prestige, frankly speaking, my personal experience make me think again before buying prestige.
At that time, I start planning to buy prestige, "fortunately", before I do that, H? attack and destroyed all my towns.
I cancel my intention to buy prestige, because I think why I spend real money if all gain I get from that real money can be destroyed in just few days and nothing left.

But, this is my thought, maybe other players still don't mind to buy prestige again although their city is destroyed.



Edited by Special One - 24 Sep 2010 at 07:26
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