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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 27 Sep 2010 at 22:17 |
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Currently, armies take a long time to build and disappear instantly...there's no satisfaction or confidence in having actually gained the upper hand. Dragging out battle would certainly drag out the enjoyment of warfare, possibly lend greater weight to the sense of accomplishment from simply killing enemy troops, and just maybe make the proposition of war over non-city resources feel more approachable or worthwhile. Sovereignty looked like something that might be interesting enough over which to do battle, but so far there doesn't seem to be any point significant enough to draw troops.
Certainly any battle that takes place over things other than cities will be more pragmatic and not require dire offense or extreme conviction.
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KarL Aegis
Forum Warrior
Joined: 20 Aug 2010
Location: New York
Status: Offline
Points: 287
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Posted: 27 Sep 2010 at 22:23 |
HonoredMule wrote:
Currently, armies take a long time to build and disappear instantly...there's no satisfaction or confidence in having actually gained the upper hand. Dragging out battle would certainly drag out the enjoyment of warfare, possibly lend greater weight to the sense of accomplishment from simply killing enemy troops, and just maybe make the proposition of war over non-city resources feel more approachable or worthwhile. Sovereignty looked like something that might be interesting enough over which to do battle, but so far there doesn't seem to be any point significant enough to draw troops.
Certainly any battle that takes place over things other than cities will be more pragmatic and not require dire offense or extreme conviction.
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I was just thinking about more battles outside of citiy walls
+1
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I am not amused.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 28 Sep 2010 at 01:31 |
The current plans of the Devs where some buildings can't be transported works well with the idea of a defeated player/alliance retreating to a player safe zone. However it doesn't work too well when a player is attempting to move from the player safe zones to the un-policed areas. PLayers shouldn't be punished for entering these areas, However a retreating penalty is certainly appropriate.
What about making moving a city practically free (apart from preventing all unit and advanced resource production during the move) However the protection of the king comes at a very high price something like 100 gold * total city population. Which will appear as a debt. Meaning that no gold is deducted, however untill it is paid back the city can't perform military actions, cast offensive spells or diplomatic attacks. The debt can be paid back in installments.
Alternatively players moving into player protection are assumed to be on the run and therefore any move will be far quicker (and hastily) than those performed within the protection zone. So a move outside player protection will always take half the time but at the cost of some of the buildings.
It also makes a great deal of sense to allow players within player protection to be able to more freely move around as the players in player protection are likely still establishing alliance ties and should be allowed to make a move so as to support each other
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 28 Sep 2010 at 04:44 |
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If players are fighting over something outside a city and battle takes time, then the benefit of the thing being contested should also be always going to someone so that the prospect of endless battle doesn't negate the point of fighting. Otherwise, no one's going to bother toppling control of a resource only to be toppled soon after and not even gain benefit in between. During battle, things like passage over a bridge, sovereign output, or control of something vital like a shrine, portal, etc. would go to the warring faction with the most presence on the tile.
And just to throw an extra wrinkle in the mix, make that "presence" being measured a count of units at the square irrespective of total military might or who's actually winning the battle. That way the winner of an ongoing battle is not revealed beforehand and also first-tier units regain some unique situation-specific benefit, adding more strategic nuance to army composition.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 28 Sep 2010 at 05:11 |
I like the idea that actual numbers decides who recieves the benifits of a location, however splittling a bonus could work too. ie you get 45% of the 5% bonus to mana so you recieve a 2.4% bonus.
With the pvp and player safe zones perhaps cities recieve damage as normal however a successful siege will re-locate the city somewhere in the player safe zone.
Also something I was thinking about is that numbers shouldn't always be a good thing. And military might shouldn't be the only factor in determining casualties. Ie a slaughter should only really be possible on plains. The truth is in a forest casualties should be close to even on both sides as it is difficult to flank the enemy, create a wall of arrows etc 1 spearman hideing in a bush should have a very good chance to take out 1 enemy in an army of 10,000. Skill should play a more important role in close quaters, numbers are more imporatant on open plains.
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 29 Sep 2010 at 17:29 |
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My thread has officially become too complicated for me to understand what you guys are talking about...O_o
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Hora
Postmaster
Joined: 10 May 2010
Status: Offline
Points: 839
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Posted: 29 Sep 2010 at 23:22 |
Not complicated, just many good ideas mixed together, would need some sorting out.  Also This topic begins mixing with "Non-insta-battles" (think I read some posts there already?)
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010
Status: Offline
Points: 418
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Posted: 30 Sep 2010 at 19:54 |
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And to talk again about the sieges... What if the possibility to erase a city was enable, waiting the city to lose just 25% of his pop to take the city, reduce siege weapons power to keep the same time a siege takes today?
You could take again your city and it would have lost 50% of its pop, not 93% (75% of initial pop + 25% of initial pop * 75/100)
Then more fights, less loses, less problems with guys how lost everything and leave the game?
Also that wouldn't make people buy less prestige to rebuild or to make war, as there would be more battles for the cities.
That is my point but i undertand that GM's are taking this subject with many precautions.
Edited by Mandarins31 - 30 Sep 2010 at 19:55
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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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Posted: 02 Oct 2010 at 03:38 |
When i was just starting the game i was attacked and my army was destroyed.
Did i give up and quit, no i was pissed that all my hard work was destroyed.
When i sieged someone with an army half the size of mine and it was destroyed, i didn't give up i just rebuilt. I believe that if you can't take a loss then don't play the game OR find an alliance that will shelter you. The Alliance that i am in will protect u if you really can't defend yourself. I would give my last strength to those whom need the Æsir's protection.
Don't ever give up
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Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
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Posted: 02 Oct 2010 at 04:27 |
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Well, armies can always be rebuilt, in a matter of days... or hours... or weeks... depending on the scale.
Cities though, are exponentially... more time consuming to rebuild.
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