Originally Posted by
OldPlayerback
Chain only serve one purpose, to force an overpop to reduce one person offense and significantly lower his nw so he will be out of the range to harm the top range nw prov. Therefore every single wars every kds must chain. I chain and you do not chain, I guarantee you will lose the war.
Utopia itself has many features lying around, which they can be used, added, or improved. We take example from real wars in real life. Resources can be a factor to win a war. Food can be a factor to win a war. Science can be a factor to win a war. It depends how you see it, and thus all these old features lying around could be changed and added into the warring system and no kds will ever need to chain-to-win.
Warring between a kd and another kd, along with 25 provs within them, a kd's monarch is taking the troops from every provs to fight a war with another kd and vice versa. Resources, troops and every prov should be able to control and use more freely in a war. And because utopia do not have a battlefield to allocate or position the troops, it is only through text and numbers we fight a war.
From the current war system now, because aiding and support is very limited to each prov in a kd, that is why hence chaining is very effective. But this isnt logical. By right the troops and all the resources of all 25 provs in a same kd should be able to allocated more freely among each others. Not just allocation, but there should be more options to fight the war. We have off spec, elites, def spec, mana, stealth, resources such as gc, food, and runes. All these features when there is a way to participate in the warring system, players will find a way to use it to create their own strategy, and chaining will eventually disappear from the history of utopia.
War becomes unpredictable. From the current warring system, there are only a few factors needed to be know before war and we would mostly know which party will gain the upper hand. Which kd has more offense? How many UB tms? Are their size stay average to each others? The rest is looking at their activity in war and we would usually know after 48h of the war going.
Warring in utopia takes too fast and too intense. Because provs cant really communicate and support each other in a same kd in war, that is why a focus chain on a particular one wins the war. It is just as simple as it looks like. Activity has been always emphasized in war, that every players must login to play the war or else the kd will lose the war. Army in army out. Tm login at specific time to help to op for the attackers. Duration spell, tried not to miss a single spell and keep them 24/7. Therefore mistakes cannot be afford to take place. Activity must be maintained high. Any side that has a lower activity or make a mistake is just 24h, the entire war outcome will be significantly different. KDs chain each other to the oblivion and by the 72h after a war is declared, you could usually see half of the kd's attackers becomes 300-500 acres.
After playing for 10 years, you wont feel there is something wrong with utopia. Because all of us already familiar with it. But when you actually stop down and look on it carefully, you know it is wrong. Such a extreme requirement for activity to play a game and in order to win it, we must put in a lot of effort and most of the time, it affects the real life of serious gamers to play utopia. Discipline in a kd must be extremely high. Everyone must follow the orders or else a slightly ran off of actions will result in a weak team work. It feels like we are soldiers in an army but not playing a game. That is why warring in utopia cannot last long. It is too tiresom. After each war the players need not only a rebuilding but a rest. It is time for us to put a stop to this warring mechanism.
Warring should be a bit more relax. After all, this is a game, a game is suppose to be fun. Give players that kind of advantage that when i play a war in utopia i wont feel tire, rushing time, or i need to discipline myself so much to play a war. Why a war must be ended in a weeks time? We can play it for a month. Take it slow. Enjoy the war and keep on participating each day.
There are a lot of the existing features that can be used for. Example resources, gc, food and runes. How would you apply gc to fight a kd's war except only for funding a dragon? Use the imagination. The influence of food only matters to the scale of a single prov. Take this influence to the scale of a entire kd. How exactly can we apply resources to fight the war.
What else we have? Yes I miss out one thing, even 4 Generals of each provs can be applied in wars. Let's say I have 4 generals and i occupied all offense in one hit. I used 2 generals in this attack, i have no more offense left. I can lend my generals for your prov to fight. So instead of making 4 hits, you can make 6 hits with the offense you got.
Do anyone of you seeing what I am proposing all the time? What is the direction I am heading? Unpredictable wars. We know every provs now only have 4 generals to apply. Now when in war, a kd's prov can lend their generals to the other prov. A prov can hence make more hits that it is expected. One prov can makes one hit, while another may make 8 hits. How can the war be predicted? The allocation of troops, generals, aiding and support can be done within their own kd. It is unpredictable.
Then what else we left? Mana and stealth. If mana can be used to create Fireballs to kill the peasants, can mana be used to slay a dragon? By logic it should be. Can it be use to create a Behemoth? Yes it should be.
There are a lot of imagination can be applied in the field of mana and stealth. Since long ago I have suggested, please create more spells and more ops options in the war to be applied from. Spells that works in the scale as the kd wise, not just prov wise. Mages in a kd can apply their mana to create a Big Fireball for example, and release them to the opponent for a certain effect and a result, for example lets say, 24h no drafting of soldiers is allowed for that entire kd. This is kd-wise spell and ops. Extend the war mechanism that players no long needs to chain one prov to 300 or 200 acres. It is really boring. You have so many features lying around, with just a little bit of brain storming and thinking you can create a fun war full of them. Why keep on chaining? Why everyone need to login to the level of discipline that we must do army in army out? This is a game, not a job man.
When the options of to war increases, there will definitely be fun. Having more options doesnt mean we can use them all in one single war. But we can choose to apply some with the limited resource or uniques we have, such as attack time.
However, creating more spells or ops doesnt mean the same as creating more different troops in utopia. Taking example we have now only units of off spec, elites and def spec. Probably different units of bomber, rangers, trap users can be added, but in this area i would say to proceed with extreme care.
Why would i say so? Utopia is a unique game of races and personalities. It is not the units that is fun. Yes we can add in more different units but you will directly influence the unique of utopia or change the game into another game instead. Maintain the unique of utopia is important, when messing around units types, extreme care should be hold because games that has a huge variety of units type are actually belongs to another genre. If you step over im afraid the look of utopia will change into something we do not recognize.