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lep
Greenhorn
Joined: 15 Jul 2010 Status: Offline Points: 64 |
Posted: 23 Sep 2010 at 21:36 |
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Best suggestion so far from game-play point of view. Allows a player to be knocked out of a strategic spot or out of the area they were annoying to the attacker or attacker's friends.
Devastating to the loser but still plenty advantage over a brand new starting place to make it worth staying on for.
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Shrapnel
Wordsmith
Joined: 01 Jun 2010 Status: Offline Points: 180 |
Posted: 23 Sep 2010 at 22:56 |
bartimeus wrote:
I read in another thread something about moving your entire city after unsettling it so it becomes a moving campment.
Why not make the loser of the batlle become forced to become instantly unsettled (everyone escapes, becomes war refugies, but not everything is taken away with them because they didn't have time to pack up. the attacker would be able to keep whatever is left behind.)
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I like this idea.
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Zangi
Forum Warrior
Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 23 Sep 2010 at 23:11 |
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So, the capital/last city is not conquerable?
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010 Status: Offline Points: 1853 |
Posted: 24 Sep 2010 at 00:01 |
Zangi wrote:
So, the capital/last city is not conquerable? |
Current functionality is that the player is relocated to another spot with a zero score city but all their research.
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Zangi
Forum Warrior
Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 24 Sep 2010 at 01:43 |
KillerPoodle wrote:
Zangi wrote:
So, the capital/last city is not conquerable? |
Current functionality is that the player is relocated to another spot with a zero score city but all their research.
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Yea, well aware of that. Just in context of the idea.
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Hora
Postmaster
Joined: 10 May 2010 Status: Offline Points: 839 |
Posted: 24 Sep 2010 at 18:46 |
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It would be conquerable (if I got Bartimäus right), but people will be able to rescue some sorts of resources and/or even parts of buildings... or something like that... additional to the research already done (like it is now, perhaps parts of the research additional to the rest).
I like this idea, but until pathfinding is on, I think it's just a addition to the actual method.
With pathfinding, there could be mobile foundries, nomadic cattle ranchers, driving bookshops....
moving around until they find a nice place to settle.
The advantage of being mobile would have some disadvantages like having no city wall (perhaps caravans could square up for defense)....
Just adding a few ideas
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
Posted: 25 Sep 2010 at 23:58 |
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Just wanted to say that we're all reading this thread with *a lot* of interest.
There are two different and concurrent/related goals here.
1. We don't want much smaller players to be completely wiped off the map/demoralised/dispirited/emoragequitting because they simply fell foul of the neighbourhood bully
2. We think it's wrong that a player who has invested [insert number of months here] into the game can lose pretty much *everything* in a few short days.
It's tempting to respond that "Well, they could always seek a diplomatic solution" etc, and we broadly agree with this sentiment. The thing is, though, that we currently have many powerful alliances in the game who largely have the game's best interests in mind; and that's not always going to be the case, or the case for future servers.
We do get Petitions from players who are quitting the game, and eloquently describe why. The most saddening one I've had was from a < 2 weeks old Orc RP'er who was sieged simply because some siege-capable "big player" took umbrage at his use of "Orc-speak" in global chat.
There is a need for some game-rule-based soution that tries to preserve these things.
The first thing to say is that - whatever the solution is - it will *only* effect Siege Encampments.
We're not looking at limiting spells, diplomatic attacks, regular attacks or even Limited (Direct) Siege attacks. It's only Siege Encampments that are under discussion here.
We initially thought we had a solution, which we mentioned briefly in The Newness thread as follows:
"STANDINGS AND KING's FAVOUR
- A system for protecting new players, limiting siege attacks."
I know we gave no real info on this concept, so.. the idea here was a system whereby players (and alliances) would have a 'relationship score' with each other and that score was influenced by attacks (or lack of attacks). You'd earn (eg) -1 point for theft, and -2 points for sabotage (although the points would be nuanced by size differential between players, and a whole lot of other variables)
The idea was that when the relationship score reached a certain point, then the wounded party would have "Siege" enabled, and once a "pound of flesh" had been extracted, then Siege would be disabled.
We liked the idea for a while, but then realised that - actually - this forces the game design team to proscribe a "moral equivalency" to player actions (ie Player 1's sabotage of A building is worth 27 of Player 2's thefts which is worth 146 of Player 3's Caravan Kickings etc).
As an idea, this is seriously wrong and flawed, and - after suitable reflection - we've squashed it. Players should be able to ascribe their own levels of outrage to the events that happen to them.
But we do still have to consider what is "suitable retribution" against another player; and where the game rules should step in to prevent, or help prevent, a player's utter destruction.
The fact is, as game players ourselces, we know the most compelling content that any game can produce is
the content the players produce themselves.
Every time a forum thread opens with "Player 1 did X bad things to me" followed by "Yeah, well, Player 2 did Y bad things first", the game design team gets moist. I kid you not.
Player emotions are far more compelling than any game designers' artificial constructs, and what we want to concentrate on are the things that enable (or highlight) more player involvement in the *human* realm.
So.
We're going to move slowly towards a solution, in some baby steps.
Our first will probably consist of a (prominent, Herald-based) overview of all the current Sieges, as well as a player-profile "Sieges This Player Is Currently Attending" kind of link. We know there are enmities between players, and sometimes simply the knowledge that player X is sieging someone would be enough to get another player/alliance involved because of their history.
Our second is that we're looking at some "Help Me, I'm under Siege!" button with some text fields for freetext "Help me, Obi Wan Kenobi, you're my only hope"-style messages - and these 'pleas for help' would be visible to the entire world somewhere. Sure, they're potentially manipulative - but isn't that the whole point here?
Our third (and one that's been mentioned before quite often) is that we will put together some kind of
Mercenaries For Hire interface, so players can bring other players or alliances in to help defend / counter-attack.
We'll see how these changes go first, before introducing any more radical ones. But we do think there's things that need changing for sure.
Anyway, please continue on with this thread, it's very informative to us!
Best,
SC
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010 Status: Offline Points: 1853 |
Posted: 26 Sep 2010 at 06:14 |
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w.r.t. your second idea. I cross-posted something a while back from the H? forums to the effect that sieges ought to spread news in a ripple effect - a lone person on a horse arriving at a nearby city (cities) stating that they were under attack for example.
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KarL Aegis
Forum Warrior
Joined: 20 Aug 2010 Location: New York Status: Offline Points: 287 |
Posted: 26 Sep 2010 at 17:51 |
GM Stormcrow wrote:
So.
We're going to move slowly towards a solution, in some baby steps.
Our first will probably consist of a (prominent, Herald-based) overview of all the current Sieges, as well as a player-profile "Sieges This Player Is Currently Attending" kind of link. We know there are enmities between players, and sometimes simply the knowledge that player X is sieging someone would be enough to get another player/alliance involved because of their history.
Our second is that we're looking at some "Help Me, I'm under Siege!" button with some text fields for freetext "Help me, Obi Wan Kenobi, you're my only hope"-style messages - and these 'pleas for help' would be visible to the entire world somewhere. Sure, they're potentially manipulative - but isn't that the whole point here?
Anyway, please continue on with this thread, it's very informative to us!
Best,
SC
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+1
As far as I care, seiges are fair game for anyone to attack. If you are seiging someone, you should be prepared for any number of people trying to wipe you out. Your army isnt stuck behind a wall, after all. Easy prey, tons of experience and a chance to weaken an entire allaince.
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I am not amused.
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Grunvagr
Greenhorn
Joined: 20 Aug 2010 Location: USA Status: Offline Points: 61 |
Posted: 26 Sep 2010 at 18:10 |
I think the best solution for all of this is simple. Leave sieging as is, but make restarting a heck of a lot faster.
The game is slow initially. Getting resources is brutally slow, and it simply takes time - weeks, months, to get your foot in the door. Alliances can help a lot, however, with supplies etc.
To remove sieging from the game or in some ways, lessening the ability to KILL, KNOCK OUT, or effectively go all-out and wipe a player HAS to remain in the game. Otherwise the game is dull because nothing is valuable unless it can be lost. Nothing is valuable and really meaningful unless it can be lost.
Here's the core problem, that I see. Restarting if you get demolished is just too long. It takes too long to quickly get back on your feet. Retaining your technology is good, but the amount of time and the lack of resources to rebuild is tough. So too is having to be online every 5 to 10 mins to queue up buildings since lev 1-3 buildings need to be ordered so often.
SOLUTION?
Have a system where restarting is a lot faster and more fun. It can involve npcs, perhaps the same npc that ships you supplies after the tutorial now ships you more materials. Perhaps even consider a larger building queue. (the ability to maybe queue up FOUR buildings instead of 2 at a time).
Basically, leaving sieging as is is crucial to the game being ' dangerous and cool '. But try to find ways to make restarting fun and exciting. It's not really fun and exciting for a player who used to have 4 towns, to have to restart. Ways to quickly get him back to 2 towns is great and should be the focus of ideas.
-npc's help the new town with resources
-consider temporarily expanding the building queues to 3 or 4, instead of just 2
NOTE: This would ONLY impact players who were destroyed and who were relocated with a 0 pop town and all their tech. Find ways to speed THOSE particular players back into the game.
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