Play Now Login Create Account
illyriad
   New Posts New Posts RSS Feed - City Occupation
   FAQ FAQ   Forum Search    Register Register   Login Login

Topic ClosedCity Occupation

 Post Reply Post Reply Page  <1234 5>
Author
Smoking GNU View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
Direct Link To This Post Posted: 23 Jan 2011 at 12:45
The GMs would ESPECIALLY want to impliment this, i think, since people leaving because they were siege can't be good for the game reputation.

*nudges SC*
Back to Top
King EAM View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 26 Aug 2010
Location: Nun'ya
Status: Offline
Points: 272
Direct Link To This Post Posted: 23 Jan 2011 at 12:54
Great idea!!! Clap If the GMs do make it an option I think it should be researched near the same level as sieging since this would be a powerful thing.  Clap
"It's hard to know until you're a Crow"
Back to Top
Lionz Heartz View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 27 Oct 2010
Location: Megan Fox
Status: Offline
Points: 292
Direct Link To This Post Posted: 23 Jan 2011 at 13:31
Should there also be a cooldown on that occupy a city idea?
As in a player can only occupy a town 14 days out of the month


I can still see players quitting over not being able to take control back on their town. However, I am all for this feature compared to sieges because people do quit over it

Hmmm... and maybe when a player does take over another player's town for 14 days, the player that took it over will then be able to tax the player's city at 25% for another month.

I like the idea of a city revolt based on pop size... being able to use this just like a sally forth with the same cool down. But, instead of needing say 28k army to fight off a revolt from a 25k city, a city can only use half of its city population as a military force. I feel it would be hard to take over a town that has 20k plus pop over a period of time. So from 20k pop to 10k pop, and the 10k military can sally forth the occupied armies. Also, only one player from an alliance or one player's military can occupy a town. I do not like the idea of more than one player sending troops together to occupy a town for 14 days.

I also feel this game should give alliances the power to force taxes on other alliances. They must agree to pay taxes up to say 5% from each of their member base. This would be automatic once the alliance leader accepts these terms from the alliance forcing a gold tax on them. This idea has a nice empire feel to it.

Back to your idea...

Instead of only being able to take over one town per account with this occupation idea... Players should be able to take over every town but the players capital. However, like I said above, it would be only for 14 days out of the month with a 25% gold tax for 30 days after the occupation of a city for 14 days as a reward of being able to occupy the town for that long.

Edited by Lionz Heartz - 23 Jan 2011 at 13:59
Back to Top
Mandarins31 View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 05 Jun 2010
Status: Offline
Points: 418
Direct Link To This Post Posted: 23 Jan 2011 at 14:25

+1 for the idea :). new means of pressure on a player, instead of a siege, is always a good thing.

about the gold unkeep on the occupied player. i think that the best would be for the one who has the control on someone to receive hourly a part of his max gold production (without sending caravans). say for example 1/4 of his max gold/h: so the occupying player would receive hourly the equivalent of the population of the one he is occupying.
i propose that, because if the occupied player put his tax at 0%: no gold unkeep for the attacker.
( after you send cavs or anything if you want to steal ressources or weapons in the occupied city)

an other solution would be that as long as the player is occupied, his city stays at 100% tax. then: ressource production would be alredy slowed down. and as food production would be negative, you just need to steal it (with caravans if it is allowed) and the player wont be able to produce weapons.
and if you want your gold unkeep you must send 1 of your caravans, with the order of take the gold only. you must take your gold yourself, because maybe the on who is occupied has no caravans, or he could destroyed them.


about the blockade ideas, totally agree. i precise that i think that the occupying army automatically does a blockade on the occupied player, if he trys to send ressources elswhere.

also we could imagine that we could add a "saly forth" for the allies (of the occupied one) who are blocading. maybe the one who initiated the blockade could send all the allies units present on his till to attack the occupied city


Originally posted by Smoking GNU Smoking GNU wrote:


 "Popular uprising" or something similarly named could be employed, or in other words the general population rises up to attack the introders. Lets say that the pop of the city woud equal the "upkeep" of the revolting army. Then this upkeep will be randomly distributed in units of the city races soldiers (say, if 300 pop, then it randomly separates the 300 upkeep in random dwarf units, if youre a dwarf). Depending of the random "army" generated, you can either kick the offending occupier off or the revolt can be crushed. This can be done once every 12 hours.


that's a great idea to help the smallest cities. but if a city with 26 000 pop is occupied... if the pop equals the upkeep of the revolting army... then that could make the equivalent of 6 500 knights attacking every 12 hours... seems a bit too much for me.
the revolting system is a good thing, but must chose well how many soldiers would be able to attack in fonction of the city's pop. or only, mabe only allow spearmen and archers to revolt. or create a special war unit for the occasion: "armed cityzens"? (*Edit: which would have a medium attack... or mabe his attack will depend on the pop of the city)

also we could imagine that the occupied one, even if all the other spells are inactive, could use only one spell. this spell would be a corruption spell. then it has a chance to control the mind of a part of  the occupying army (i dont really like this idea but im here to launch various ideas.. so :p)

also, if the occupied played has a very friendly hub next to him, the faction could send regularily some units to help.







Edited by Mandarins31 - 23 Jan 2011 at 14:39
Back to Top
Smoking GNU View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
Direct Link To This Post Posted: 23 Jan 2011 at 15:38
Good points.

But say the occupying army had 5K trueshots, and the revolting army, as you put it, had 6.5K knights. Now, concidering the type of terrain the city is on, you'll have varying degrees of a result
for example, if the city is on a Large mountain, the Defending trueshots would still win (defending archers get large bonus, attacking cav get large penalty)
Back to Top
SirTwitchy View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 14 Sep 2010
Location: usa
Status: Offline
Points: 44
Direct Link To This Post Posted: 23 Jan 2011 at 15:50
my 2 cents, first off the Occupied city should have an attack advantage over the attacking army, simply because they know the terrain better and have better access to the supply chain, Also the time for occupation should have a "cost" associated to it for the attacker. In order to occupy the attackers should have to spend more gold/food than normal, simply because they are attempting to coerce/occupy a unfriendly/hostile city. Inflation of goods in time of war or occupation is not uncommon. 

Production during occupation should also be slowed, 10-50% depending on size of occupying army.

Also a population uprising/subversion research could be added with a % based on size of population vs occupying army size figured into the equation. 

Another thing to consider is Diplomats in all of this. How about being able to sway commanders from one side to the other. 

please disregard the twitch, the meds haven't kicked in yet...
Back to Top
Babbens View Drop Down
Wordsmith
Wordsmith


Joined: 26 Aug 2010
Status: Offline
Points: 165
Direct Link To This Post Posted: 23 Jan 2011 at 15:51
Good idea, it should make the gameplay more interesting. 
Back to Top
HonoredMule View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
Direct Link To This Post Posted: 23 Jan 2011 at 15:56
They would win the first time, but the remnants would easily fail the second time.  That's ok though, because a city that large should be that difficult to hold.  Overall however, I think the defender would enjoy too much power.  I think having an attack power equivalent to the population or some small factor on it (like 2-3x) would be more reasonable.  The occupying force would still take expensive casualties every 12 hours.
Back to Top
Mandarins31 View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 05 Jun 2010
Status: Offline
Points: 418
Direct Link To This Post Posted: 23 Jan 2011 at 18:34
Originally posted by HonoredMule HonoredMule wrote:

I think having an attack power equivalent to the population or some small factor on it (like 2-3x) would be more reasonable.  The occupying force would still take expensive casualties every 12 hours.


+1, totally agree.

the only thing about a randomly chosed army is: from where are comming these experienced soldiers? if citizens and farmers armed with the first weapon they found, where comming from all around the city to defend it, that would be more realistic. that's why i talked about those "armed citizens". the only thing to clarify would be if they get bonus depending on terrain or not.


Originally posted by Lionz Heartz Lionz Heartz wrote:


Should there also be a cooldown on that occupy a city idea?
[...]
I can still see players quitting over not being able to take control back on their town.



i think we are touching the main difficulty of this idea. we must define *very* well the restrictions of the occupation stratagem. 
actually, i dont have any good idea about how these restrictions would work... and i think that the few ideas already given about that are not very precise.

moreover i think that, first of all, we must be 100% clear about the aim of the occupation stratagem: is it more to benefit the one who is occupying, or is it more to put the occupied one under pressure?
we are more talking about to put the pressure on the occupied one. but maybe it could advantage the conquering one without desadvantaging the occupied one that much. and if to occupy someone a certain time put him as your conquer, then, more conquers you have, more production rate of anything.

so we must be clear about to chose the first or the second option. because, if we really want the occupation to be an important mean of pressure, that's harder to find a good restrictions system.


PS: about the conquers idea, that's not incompatable with the fact that the occupation could be a hard blow for the occupied one. maybe as far as the guy is occupied, he has a very low or inexistant production as we say above. and if he is occupied constanly during a certain period (counting in days) he is conquered. so that's not incompatible with the occupation as a hard hit.

(* how coud conquer system work* tips:
- if you are already conquered nobody else can occupy you  ( solves many restricions poblems)
- as your town is conquered, it can't conquer an other town
- to ask freedom; or you wait long time enough and you will have a rebellion option. or you attack the town that is conquering you, and win the battle)
- if a town is attacked, and loses the battle, it lose all its conquers - or mabe it takes time, to let the time to react... could work with HM's non instantaneous battles idea)



bam brainstorming :p.
no, i lie, in fact i didnt just find this "conquers" idea. this idea is very similar to what you can find on BattleDawn (already talked a bit about this game). but in this game, no occupying possibilities, and you have one town only. but here i propose to occupy a certain time before having someone as your conquer, and also, i add that each town would have its own conquers, and each conqers benefits one town only.







Edited by Mandarins31 - 23 Jan 2011 at 18:46
Back to Top
Smoking GNU View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
Direct Link To This Post Posted: 23 Jan 2011 at 20:05
Good ideas. I was actually keeping Astro Empires in mind for this Suggestion, never played Battledawn before.
Except there you have no limiton the time you can occupy someone, and you get a boost to your economy from it.

The main reason i suggested this was for someone to have the option of delivering a hard hit to someone and boost himself WHILE not completely kicking someone out of the game, as loosing a city would do, and to make the sieging option the last resort for attackers (you would still want to siege, i guess, especially if you needed a new city or REALLY want someone out of the game altogether)
Back to Top
 Post Reply Post Reply Page  <1234 5>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.