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Tony View Drop Down
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Direct Link To This Post Topic: My best suggestion
    Posted: 05 Jul 2010 at 16:36
The best way to super enhance this game is to strictly limit the range  of an army. If they were only able to move perhaps 15 or 20 squares from home you would greatly limit the dominance of alliances and encourage some game action. Players would be able to assess the threats, develop an offensive stategy and manage a war  on a more level playing field, instead of being paralysed by the threat of an attack from every direction.
We could have battles all over the map instead of this stalemate.  Players are just sitting on their armies without ever having the chance to use them for fear of a mass reprisal. You have the rubbish situation of the entire game being controlled by the few heads of big alliances. Limiting their range and influence would open the game up to everyone.
 
It would stimulate this game tremendously and make it far more strategic.
 
Please seriously consider.
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 05 Jul 2010 at 23:06
Given such a mechanic, some of us would have already "won" and be sitting completely useless.  That doesn't really sound like an activity booster to me.  If you want more excitement, join an alliance, and make more of them big and formidable.
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Direct Link To This Post Posted: 06 Jul 2010 at 09:25
How would you have won ????. Your progression would be to gradually spread across the map as you expand outward, claiming a block of land as your own, joining up blocks of land with your allies, protecting your borders. etc. Giving freedom to have minor wars without involvement of alliances.   Far from making game more interesting, alliances are the game killers, they deter any movement.  But it would be good for alliances too as they could form proper definable territories, instead of having members  dotted everywhere in such chaotic fashion. It would give the map real shape.
 
I hope the  game designers will give it some thought and reply.
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Direct Link To This Post Posted: 06 Jul 2010 at 09:37
P,S To mule.  Your suggestion of forming big formidable alliances has exactly the opposite effect. All that does is create stalemate. H and White for example are never going to fight and even if they did it would be totally inconclusive. The only "fights" you will see are big bullies eating up the small fry. That is as interesting as a football match with 50 on one side and 1 player on the other.
 
Imagine how interesting it could be if all you had to worry about was threats from your neighbourhood, you could plan a far more progressive game.
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Direct Link To This Post Posted: 06 Jul 2010 at 09:54
H and White are fighting each other constantly Tony.
FYI :)
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Direct Link To This Post Posted: 06 Jul 2010 at 11:19
Well I did not know that but tell me where any significant gain has been made by either side. Regardless, that does not change the validity of my suggestion. The game would be so much more dynamic. Good for big and smaller players alike.
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Direct Link To This Post Posted: 06 Jul 2010 at 13:15
H and White are both spread out alliances and as such conclusion will be very slow.  The game has certainly come up lacking in volatility for alliances at our scale, and this is largely a function of being able to build tight clusters and troop speeds that are very slow compared to the size of the game world.  Also, many mechanics designed to prevent large players from gooning smaller ones have the side effect of promoting stalemate amongst equals (even if to a lesser degree).

However, a city has been destroyed and a few additional attempts made on both sides.  Also keep in mind that much of the fighting is at intellectual levels, and military activity will substantially accelerate when the war is won there.

----

Players who play lone ranger or just join a small-time alliance of locals have no idea how much intrigue, suspense, true camaraderie earned amongst battle scars, and opportunity to develop new social, "real" world skills they are missing.  So while my original argument was facetious, the suggestion itself was serious.  Join a big alliance or grow the one you are in.  Become large enough that you can no longer operate as a rag-tag group of friends and start experimenting with different forms of governance (and don't just assume either democracy, dictatorship, or republic will work--there are plenty of other options like feudalism which can better manage regional organization, for example).  Divide roles, establish training regimen and standards for promotion, perform field exercises, award medals for service in combat, etc.  Find your place amongst the other alliances and choose allies you can rely on not only to back you up but to refrain from dragging you into their messes (or making messes in the first place).  Choose a cause, stand by it, and wars will magically materialize with alliances that don't share your world view.

No matter how sophisticated the options get, this is still a browser game.  90% of the thrill and appeal comes from what you bring to the table.
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Wuzzel View Drop Down
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Direct Link To This Post Posted: 06 Jul 2010 at 13:15
Diablito of White lost his town.
H and White have been sieging eachother, so some people lost alot of buildings.

Armies clashed, 10's of thousands of units died.
Maybe H and White lost 100k units already?
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Direct Link To This Post Posted: 06 Jul 2010 at 13:35
That sounds about right.  We've not kept a tally, but thousands die in each clash.
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Direct Link To This Post Posted: 06 Jul 2010 at 14:28
There are supposedly plans to introduce magical portals through which armies may pass (not siege eqipment though) Which will greatly change the effects of war and open up the field of battle for alliances sprawled around the map.
It would be good to have easier, yet temporary ways to make gains though. Such as conquering  towns through normal attacks which would prevent that town for attacking your alliance for say 2 months and their income would be taxed at your alliances tax rate which would then be sent to your alliance instead of theirs. (Re-inforcment are allowed by the player and further attacks against the player would cancel this)
Or perhaps a capture and hold form of attack which would have a simmilar effect but the attacking army would remain in the city untill destroyed or told to go home.
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