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Topic Closed09Aug11 - Diplomatic Visibility Changes

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scar View Drop Down
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Direct Link To This Post Posted: 11 Aug 2011 at 13:23
why pick on the thieves,the only role they play in the entire game is just that..thieving!
pinning them back with more hurdles takes away their speciality whether its in small teams or large.

Restricting their numbers relative to the size of the town/city they attack,  might be more appropriate, ie that the larger the town the more you can send would be fine,  having to keep sending groups of thieves out in small numbers is just simply making too much work on the keyboard, not mention very tedious.

restrictions on size of attacking thieve armies relative to town targets would also safeguard the smaller town without killing the concept of using thieves.

but TBH why restrict them at all? this is a game of all sorts, there will always be victims and besides,  from what ive seen in the GC,  people always gang up and track any would be perpertrators and get their justice one way or another as it is.


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Direct Link To This Post Posted: 11 Aug 2011 at 16:18
awesome sauce 
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Direct Link To This Post Posted: 11 Aug 2011 at 23:29
Originally posted by Dakota Strider Dakota Strider wrote:

My suggestion would be, that for every 10 thieves in a group, they become visible 1 square further away than normal.   There is room for compromise on this, but game balance should be the most important aspect.
I'm not sure if its the high performance mathematical madness of this; or the sensible realism that intrigues me more...  Wink
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Direct Link To This Post Posted: 12 Aug 2011 at 01:58
On the surface it's a good idea, however i agree with scar, this would make it really hard  to get away with thieving a large player and really easy to get away with thieving a new player. Could we have a more realistic game mechanic for thieves where the more you send the less likely you are to succeed? Ie success chance = (Thief attack strength) * (target pop) / (no. thieves sent)^2 / (total thief defence) / (no. attacks in 24 hr period)

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Direct Link To This Post Posted: 12 Aug 2011 at 02:06
arrrgh! would you people stop it with the math already? The GRE is OVER!!!

Wink
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Direct Link To This Post Posted: 12 Aug 2011 at 05:54
Maff are gud.  1 and 1 are 2.
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Direct Link To This Post Posted: 12 Aug 2011 at 10:18

Originally posted by The_Dude The_Dude wrote:

Originally posted by threefoothree threefoothree wrote:

do you think we will be able to occupy a space for dips in the future so to set up a network of visibility?
That would be interesting - posting scouts and spies throughout the kingdom.  But I think the diplos would have to vulnerable to attack, too.  Otherwise, the map would be cluttered a zillion diplos on watch duty permanently.

just make sure they are vulnerable to assassination or even vulnerable to be attacked by other scouts (no two scouting parties could occupy the same square).

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Direct Link To This Post Posted: 13 Aug 2011 at 15:13
I would love to see these ideas implemented.

I would like to have confederations or at least alliances share the visibility. (i.e. a spy goes past my town and all alliance or confed buddies can see it.)
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Direct Link To This Post Posted: 13 Aug 2011 at 15:16
Originally posted by The_Dude The_Dude wrote:

Maff are gud.  1 and 1 are 2.


It could also be 11.
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Direct Link To This Post Posted: 14 Aug 2011 at 20:59
Originally posted by Brids17 Brids17 wrote:

Originally posted by The_Dude The_Dude wrote:

Maff are gud.  1 and 1 are 2.


It could also be 11.


Or 10.
There are only 10 kinds of people and only half of those understand this.
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