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Topic ClosedDiplo units, city defense

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Yso Sris View Drop Down
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Direct Link To This Post Topic: Diplo units, city defense
    Posted: 25 Oct 2011 at 12:05

Wouldn't it make sense, ie. in the case of all-hands-on deck survival, for diplo units to pitch in with some weaker defense value? 

Now I immediately see a player may not want his 2k defensive thieves wrecked even if an enemy attack was successful, but couldn't it be at least an option? 2k warm bodies with any form of training ought to be capable of pitching in when it comes to defending against marauding pillaging forces overwhelming their homes.
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Direct Link To This Post Posted: 25 Oct 2011 at 12:26
defence is already very powerfull with walls ^^
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Direct Link To This Post Posted: 25 Oct 2011 at 12:32
If you look at units killed by offense vrs. units lost against defense (large margin) you'll see the typical player facing an attack is statistically being attacked by someone very sure of their position, and it would be nice if those 2k thieves weren't  sitting around somewhere apparently picking their noses and playing cards while their womenfolk and children are being carried away by marauding, smelly orcish spears.
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Direct Link To This Post Posted: 25 Oct 2011 at 13:54
Originally posted by rajab rajab wrote:

defence is already very powerfull with walls ^^


I do not believe that walls aid to diplomatic unit defense, thought it was just military?
Patience is a virtue, resource giving is a sin
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Direct Link To This Post Posted: 25 Oct 2011 at 18:41
Sounds like a case of wanting to have one's cake and eat it too.  While in general I'm a fan of more cake, I'm not sure this would add a lot of value to the game.  As for "real life" parallels, it would not be at all surprising that thieves, assassins, saboteurs and spies cravenly abandon their posts at the first sign of trouble -- all though you could make an argument for the intrepidity of scouts.
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Direct Link To This Post Posted: 25 Oct 2011 at 19:22
I would rather see this applied to diplo attacks of differing types.  For example, if someone sends thieves, maybe my scouts and spies might lend a portion of their defense in the event I don't have thieves myself.

When it comes to combat/warfare, diplomats are more like civilians than militia, and you may as well just give a bonus based on population size =Z.


Edited by Koragg - 25 Oct 2011 at 19:23
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Direct Link To This Post Posted: 25 Oct 2011 at 19:33
We'll then see another thread pop up to allow diplomatic units to blow up the walls so the attacker gets a better chance.

It's a simple case of one side getting better body armor, so the other gets a better gun *repeat process*
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Direct Link To This Post Posted: 25 Oct 2011 at 20:02
Originally posted by Kurfist Kurfist wrote:

We'll then see another thread pop up to allow diplomatic units to blow up the walls so the attacker gets a better chance.

You are impossible!  Big smile


Edited by Ander - 25 Oct 2011 at 20:02
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Direct Link To This Post Posted: 25 Oct 2011 at 21:21
I'm many things

I'm the voice of reason ;)

I think I'm also the only player whos stuck around with a few meltdowns, executions, and such to my year long illy career, and i carry that record with as much pride as one can have!

But mostly im the voice of reason and I'm right on this.
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Direct Link To This Post Posted: 25 Oct 2011 at 21:29
Originally posted by Kurfist Kurfist wrote:

I'm many things

I'm the voice of reason ;)

I think I'm also the only player whos stuck around with a few meltdowns, executions, and such to my year long illy career, and i carry that record with as much pride as one can have!

But mostly im the voice of reason and I'm right on this.

totally!:D
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