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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 02 Oct 2010 at 14:20 |
I think most people wan't to be able to save something. Perhaps my idea of only destroying barracks, marktetplace etc is a bit too conservative. However I think the best middle ground would be the idea of keeping basic resources. These are the most annoying and time consuming aspect of the game.
However personally i'd be leaning towards these structures being protected. Ie siege weapons cannott hit these structures. This is beacause players could deliberately neglect to raze or capture a city so that the player would be starting at zero.
Edited by col0005 - 02 Oct 2010 at 14:22
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 02 Oct 2010 at 16:16 |
Oh and another thing that's been bugging me is that the city wall and runes don't play much of a role in siege. I know that pre-clearing cities is supposed to be essential for a well co-ordinated siege. However once the encampment is set up there isn't that great a need to attack the city untill the wall has started to fall.
So I was thinking that it'd make a lot more sense in terms of gameplay as well as realism if sally forth was heavily nerfed, however every volley against a city required something simmilar to a raid. Afterall a siege hook would certainly need to get into archer range to tear down a wall. However siege equipment isn't damaged in the raid and damage is done regardless of a win or loss (perhaps an accuracy penalty for a loss tho)
So a raid style attack would be performed against the target city every hour in a siege. However The siegeing player would be able to command a pause in bombardment (camp does not break up but "raids" and damage to the city cease untill more re-inforcments arrive.
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Hora
Postmaster
Joined: 10 May 2010 Status: Offline Points: 839 |
Posted: 02 Oct 2010 at 17:09 |
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what about giving cities the possibility to fire back?
Why not building some ballistas up on the wall to destroy attacking warmachines.
That would make it necessary for the attacker to storm the wall and destroy them to rescue their own machines.
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Zangi
Forum Warrior
Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 02 Oct 2010 at 18:30 |
Hora wrote:
what about giving cities the possibility to fire back? Why not building some ballistas up on the wall to destroy attacking warmachines. That would make it necessary for the attacker to storm the wall and destroy them to rescue their own machines. |
+10
Accuracy is half, and increases at half rate. (Players would still spam this either way, just to mitigate the threat that is the total loss of a city.)
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Torn Sky
Forum Warrior
Joined: 28 Apr 2010 Location: Texas Status: Offline Points: 402 |
Posted: 02 Oct 2010 at 18:35 |
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why add wall ballistas when all you need to do is give Siege equipment in a city the ability to return fire during a siege with a chance to kill units in the siege encampment including the siege weapons
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Hora
Postmaster
Joined: 10 May 2010 Status: Offline Points: 839 |
Posted: 02 Oct 2010 at 19:20 |
That's actually what I meant, TS.
That option would be able with Baracks Lvl 15 upward (when you have siege engines)
Would give even the possibility to reinforce towns with catapults
Rams inside a town would be a bit strange when firing back
 . So perhaps give just anti building ones a new meaning except just destroying towns?
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Azreil
Greenhorn
Joined: 02 Oct 2010 Location: Ellyndeil Status: Offline Points: 42 |
Posted: 02 Oct 2010 at 20:13 |
This is my first post here in the Forum and please bear with me for some miscues or disconnect with this thread. I have read through most of the posts and I am particularly interested in the arguments for and against war and the necessity to give players the reason for playing on, particularly by not being so harsly defeated and decimated in the siege battles.
I have played the browser game Global Wars for more than one year and I was part of the team which won Server 6 there. But I have not not played Travian or Tribal Wars and the like, only Global Wars (or GW). So I would like to take my comparisons from that game. I would like to say that GW is a brutal war-based game (the setting is like post Cold War Europe and the technology/waeponry is based on modern-day warfare: stealth fighters, SAMs, main battle tanks, etc.). The brutality is heightened by the game objective to win a particular server by the first alliance to send a landing mission to Mars. So there is always lots of fighting and the race to the finish is stressful, to say the least. I have tried to play again in another server but quit due to the stress. So playing here in Illyriad is literally a breeze compared to GW.
What I found in GW which I think could be relevant or applicable to Illyriad in the light of this thread are the following:
1 I agree with the position that games like Illyriad as well as GW are made for war/conflict/hostility. WE play it because we love the conflict in it. Without it, this game will fade away because peace-loving players would rather flock to Farmville.
2. If you love to play Illyriad, destruction of your cities will not make you quit. If it were to happen to me, I would gladly settle where the game relocates me and start all over again. I would hope to be in the farther reaches of the map so that I could be the veteran in that area and dominate the newbies nearby. In GW, cities could not be destroyed so you have to be content with living with your next-door enemy for the rest of the game and if you are the one being battered, you simply build an outpost far far away and store your resources and hide your army there from from the next door all-powerful enemy. But this is one thing about Illyriad because here I could make such pesky neighbors disappear for good from my backyard.
3. GW uses a reputation/penalty system which penalizes unprovoked attacks or pearl harbor type attacks. There you have to declare another player as "Hostile" first before you can attack him without penalty. The "Hostility" timer counts down for 8 hours. If you say attack without declaring hostility first, you incur a reputation penalty of say 10 points. If you attack another with an nuke ICBM (intercontinental ballistic missile) you incur say 100 points. Each penalty brings down your reputation points which you earn positively by other means or it automatically counts up every time you reaches a particular level of population or level of development. When you become negative reputation, you get slapped with a "Rogue Player" brand seen on the player rosters. A Rogue Player is not only a psychological or social punishment, it carries with it other penalties like a decrease in your attacking power or gets you booted out of your current alliance or you cant join an alliance and the like. I think that such a Penalty System could also be done in Illyriad to discourage adventurism and aggression.
4. In GW, there is a maximum limit of 10 alliances which one can join in the lifetime of the server. Re-joining alliances count as one. After you left your 10th alliance, you could no longer be admitted to any alliance so you are left alone and vulnerable. This I think is another tool to discourage opportunism by jumping from one alliance to the other, thus people make careful decisions about alliances and long-term bonds/loyalties are created. The alliances are actually the lifeblood of games like these. Thus strengthening the alliance system would also contribute to the retention of the core playing base. It will always be a reality that players will come and go, not all would play the game for keeps. But what is important for the game developers is to maintain or at least consistently increase the core base. Thus the need for a strong alliance system.
5. I loved playing GW but I quit it (in late 2009) after having tasted victory in Server 6. Because the next servers were just utter duplications. So I really appreciate the current design of Illyriad as it is more open-ended and not directed towards a race to win the server and I do hope the game developers keep it that way. Although this game is built for war as i said earlier, the fantasy setting and the role-playing aspect is so much more engrossing than the war factor alone. So i guess if you play this game for war alone, you will not last long since either you will get decimated by more powerful enemies or you will not have really played the role.
I do not intend this to be an exhaustive comparison between Illyriad and Global Wars so I would like to limit my discussion to the above. I hope that I made some sense and gave some useful insights for the developers to consider.
Warm regards to all and see you all in-game,
Azreil
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 03 Oct 2010 at 00:16 |
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Giving the ability for siege weapons to return fire could be a good idea however my "raid" idea wouldn't be adding any new game mechanisms where as the idea of ruturn fire would need to incorporate a change in mechanics as these weapons currently cant attack troops. How hard this would be I don't Know
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Shrapnel
Wordsmith
Joined: 01 Jun 2010 Status: Offline Points: 180 |
Posted: 03 Oct 2010 at 01:00 |
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Given the seemingly majority opinion that simply attacking someone is justification for total annihilation by siege weapons and the potential this mentality has to drive players from the game, I am now of the opinion that siege weapons as they are now are just bad and that the feature should be disabled until it is fixed.
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010 Status: Offline Points: 1853 |
Posted: 03 Oct 2010 at 02:46 |
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I think you're exaggerating.
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