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Topic ClosedGame Balance: Diplomatic Units

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bow locks View Drop Down
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Direct Link To This Post Posted: 25 Mar 2010 at 19:19
I have a sneaky feeling you are going to get one hell of a 'suggestion' about saboteurs in, oooh, 1 hr 18mins and 8 secs, lol.
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Arbiter View Drop Down
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Direct Link To This Post Posted: 25 Mar 2010 at 20:11
1 Reduce the advanced thieves' ability to carry the more advanced items to like 5 per unit, keep the resource stealing as it is..
Maybe buff the carrying capacity of soldiers?
Sarky had some nice ideas about this:
Originally posted by Sarky Sarky wrote:


1) Chance of detection should increase with the more thieves you send in comparison to the poulation level as well as using their diplo units in the detection.

2) Thieves can carry away up to 50% of what is not protected by the vault or a maximum of 50units each. After all any security is going to notice if the storehouse is emptied. But if you take the half from the back its not so noticable.
 
3) If thieves are detected the amount they can escape with decreases in proportion to how well they were detected. So 500 theives attacking a town size 1 might get away with 1 each. This makes using theives a more precision game rather than just overwhelming numbers.
After all if you know a large bunch of thieves is attacking you extra precautions are taken.
 
4) If they are are detected then a covert war between the two sides occurs. i.e diplo units killing diplo units.

Saboteurs do not influence research.

Saboteurs do not cancel buildings, but instead delay them by 30min per saboteur or 60min per advanced saboteur up to 2x the original build time remaining (You don't want them to delay a 1d build that has 5min left by 1d..)

Instabuild stays, or gets replaced by a +50% build speed version THAT LASTS the same way as the 20% resource boosts.

::edit:: Brainfart removed from below <3

Add an advanced rune that has a % chance (set by the caster) to use charges on a certain unit type, for example:
20% basic diplomatic units, 40% military units, 40% advanced military units
Could have a slider interface thingie?
And research that gives you more oomph!
Also: Make the new runes superchargeable!
Some people have more than 30k mana, would be a nice idea to allow to use 1k-2k of that to supercharge the runes, like 10% extra oomph per 1000 mana for the better ones and 10% per 100 for the lesser ones?
Could also increase spell upkeep by same percentage ;)
And the spell would cost more twice the basic one because it would be so spiffy.

Add an Internal Security building.
Make it require a high consulate, so one needs to make some effort to get it.

It should give something like 2% chance to detect ANY diplomatic mission per level, and enable
the user to set his diplomatic defense priorities.
Maybe another slider interface? 
For an example of the mechanic:
Every type of diplomatic unit counters their own type at full strength.
If you set "Focus on thieves: 50%" every non-thief diplomatic unit will use HALF their defense capability when detecting/destroying thieves.
Thieves will do 100% since they will be fighting their own kind.
This, while not
 a very balanced formula, has great potential and will allow people
to decide which units they really really don't want inside their base.
It will also give a chance for people without saboteurs or assassins to at least try to defend against them.
To avoid abuse, perhaps add a 24h timer on setting the focus and a cap at 75% focus?

Yours, Arbiter

p.s. Wall of Text critically mauls you for over 9000.


Edited by Arbiter - 25 Mar 2010 at 20:18
We're the White Company, if something gets in our way we shank it with a ten foot spear.
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bow locks View Drop Down
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Direct Link To This Post Posted: 25 Mar 2010 at 22:32
its not right that a lower development town has absolutely no defence against a higher development town.

eg, if you dont have as high a level of diplos you have no defence (except runes, but meh, they are easy to overcome).

think of soldiers. someone more developed will always have the advantage, but not an 'i win' card.

thus lower diplos must have an effect on higher diplos.

per soldiers; if i see adv thieves coming - then i have to be able to mount a defence with more lower thieves, not stand helpless.

yes - if more diplos - more chance of detection - thats obvious, but put a 24hr timer counter on it too.

what about police?

at consul 5 start introducing police - who find spies / thieves / saboteurs.  upgrade them to gestapo (ooops, lol)

eek, i've said enough.

dont let saboteurs be indefensible against and kill 10rs research, stop that NOW.

Bow
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Direct Link To This Post Posted: 26 Mar 2010 at 00:17
Originally posted by bow locks bow locks wrote:

bla bla bla derpy derp derp durrr

Read before posting..
We have already mentioned 95% of what you said, with better grammar ;)
The idea of a police unit (guardsman?) that only does anti-diplo work is very nice, though!
Maybe use my idea of an internal security building (guardhouse?) for an overall bonus and add your idea of hireable guards?
Wouldn't even necessarily need the "focus" idea I blabbed about (though it'd be quite splendid to have).

-Arb-
We're the White Company, if something gets in our way we shank it with a ten foot spear.
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bow locks View Drop Down
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Direct Link To This Post Posted: 26 Mar 2010 at 16:33
this is completely daft.

now laura has saboteurs, she can send one against me an hour and destroy my building projects, such that i can never upgrade and defend against her.

this is genius gameplay and needs rolling back.

I can only defend with saboteurs, which i cant build cos she can destroy every building project.

writing - wall - end.

i dont care about the 5000 of each resource, but i am now totally defenceless. i can do nothing. i wait 9 hrs for rune - she sends scouts to kill it in one hour, then just washes and repeats with saboteurs.

role back needed. this is end of gameplay here.

This is fact, not tears. well, its tears too of course, but tears for the game.

Sent By: System
Received By: bow locks
Sent: 26MAR10 14:01
Subject: Sabotage!

Your citizens have returned from a break to discover an attempt to destroy much of their hard work!

Building Sabotaged:

Building Sabotaged: Upgrading to Lvl:
Library 12



Edited by bow locks - 26 Mar 2010 at 16:34
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Diablito View Drop Down
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Direct Link To This Post Posted: 26 Mar 2010 at 16:42
There there buddy, we're just doing some game testing!

Think of all the good you're doing :D
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bow locks View Drop Down
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Direct Link To This Post Posted: 26 Mar 2010 at 16:46
In fact, more to the point, its dishonest; with a store of over the amount of resources my vault can possibly defend against, and with no hope of a building completing in time, i have to spend real life money via prestige points to initiate and complete construction.

Devs, i think you need to do something immediately.

else i'll have to sue lc for the rl value of 3 prestige points, at 2 quid for 75, lol.

Bow

lol - diablito - i agree with you! we is testing!!!1


Edited by bow locks - 26 Mar 2010 at 16:47
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LauraChristine View Drop Down
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Direct Link To This Post Posted: 26 Mar 2010 at 16:56
Originally posted by bow locks bow locks wrote:

this is completely daft.

now laura has saboteurs, she can send one against me an hour and destroy my building projects, such that i can never upgrade and defend against her.

this is genius gameplay and needs rolling back.

I can only defend with saboteurs, which i cant build cos she can destroy every building project.

writing - wall - end.

i dont care about the 5000 of each resource, but i am now totally defenceless. i can do nothing. i wait 9 hrs for rune - she sends scouts to kill it in one hour, then just washes and repeats with saboteurs.

role back needed. this is end of gameplay here.

This is fact, not tears. well, its tears too of course, but tears for the game.

Sent By: System
Received By: bow locks
Sent: 26MAR10 14:01
Subject: Sabotage!

Your citizens have returned from a break to discover an attempt to destroy much of their hard work!

Building Sabotaged:

Building Sabotaged: Upgrading to Lvl:
Library 12



Erm, HonouredMule did it to me first! I rushed through getting them to defend, then they got bored and wanted to play :) 

So H? started it ....  talk to your alliance members before you go blaming me (again)

<3

xx
Cake
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Arbiter View Drop Down
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Direct Link To This Post Posted: 26 Mar 2010 at 17:13
Originally posted by bow locks bow locks wrote:

...
role back needed. this is end of gameplay here.
This is fact, not tears. well, its tears too of course, but tears for the game.
 


Originally posted by bow locks bow locks wrote:

I have a sneaky feeling you are going to get one hell of a 'suggestion' about saboteurs in, oooh, 1 hr 18mins and 8 secs, lol.


Took you a bit longer than 1h 18min didn't it? :)
We're the White Company, if something gets in our way we shank it with a ten foot spear.
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bow locks View Drop Down
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Direct Link To This Post Posted: 26 Mar 2010 at 17:43
lol, im not blaming you laura, just crediting you - if you think i should credit mule, then fine!

the mechanics are broken - you cant blame the players.

Stormcrow has admitted the description is wrong - i await more.....hint hint...

Bow
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