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Thread: GangBang Protection?

  1. #31
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    the way the community at the top decides to diplo lets high offenses run more rampant. if i had guaranteed cfs why the hell would i bother running anything beyond bare minimum defense outside of war? permanent ghettoficiation by reducing kingdom size to 20 basically locks out kingdoms without a full roster from ever being able to compete.

    if the game were decided entirely by war stance, then defense is more useful and sorely undervalued on attacker provinces. it's the huge gains that can be reaped from timid provinces that are unwilling to fight back that make high offense such a lucrative strategy, in addition to the broken overpoweredness and assbackwardness of chaining.

    removing overpopulation desertions from the game would be a great first step, in favor of mechanics that reward more strategic thinking. it would require steps to prevent hellswarming
    Last edited by idiocy; 18-06-2013 at 18:40.

  2. #32
    Forum Fanatic Elldallan's Avatar
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    Chaining is neither broken nor overpowered, whats broken is the inability to stop a province from attacking in war.
    Even if you chain an attacker small he's going to bounce right back up assuming he has acres incoming.
    There is no effective way to semi-permanently(as in at least until the end of said war) disable provinces in war, any such options have one after another been removed as the ghettos and assorted nubs cry about how unfair it is to have your province disabled.

    This leads to the absurd offense vs defense ratio because your defense will die when you get chained(which it should) but your offense is immortal until your army returns with new acres meaning since your defense just died you have plenty of space for all that offense, so you just build your acres and attack with all that off again ensuring you will have more fresh acres returning meaning your offense stays immortal.

    Back when raze existed as something useful in war the defense ratio was higher because you could actually protect your average sized provs by disabling anyone you chained, and since those chained can't just bounce back with huge off then defense actually mattered.

    So no, the state of top kd diplomacy is not the boogieman here, it certainly causes a whole bunch of other problems but this is not one of them. The problem here is that the devs are pandering to the ghettos and the nubs.

    If you want to make defense matter more then removing overpopulation is not the solution, make overpopulation desertions affect all troops wether they are out on attack or not, and make wizards refuse to work after a certain overpopulation cap is reach, that way you could actually disable a province in war since someone chained small enough to be completely out of range of your core will stay small and for the purpose of the war, useless.

    Removing the Overpop mechanism would do one thing, make cows absurdly overpowered(and I really mean absolutely absurdly broken)
    Because then you could launch your cow and it could then continuously feed out soldiers until everybody was is at 5000% of maxpop or more(since nothing dies this is possible), and since peasants doesn't die it means you will still have good economy, you could also fit infinite wizards(limited by % guilds & Myst bonus)/thieves(limited by amount of available soldiers and gold) in your province.
    Last edited by Elldallan; 18-06-2013 at 18:13.

  3. #33
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    chaining isn't broken or overpowered, it's just stupid and not fun to have wars dictated by who can manipulate nw gains better.
    Last edited by idiocy; 18-06-2013 at 18:43.

  4. #34
    Forum Fanatic Elldallan's Avatar
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    Quote Originally Posted by idiocy View Post
    chaining isn't broken or overpowered, it's just stupid and not fun to have wars dictated by who can manipulate nw gains better.
    Successful chaining is more about activity(getting provinces online all at the same time at a specific time) and coordination than it is about manipulating nw gains.

  5. #35
    I like to post Realest's Avatar
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    chaining is overrated, just max gains all war.

  6. #36
    Forum Fanatic Elldallan's Avatar
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    Quote Originally Posted by Realest View Post
    chaining is overrated, just max gains all war.
    Yes sadly wars is all just a big slugfest nowadays.

  7. #37
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    Quote Originally Posted by Elldallan View Post
    Successful chaining is more about activity(getting provinces online all at the same time at a specific time) and coordination than it is about manipulating nw gains.
    Yes, activity and coordination... in order to best manipulate the nw gains system to inflict maximum damage. Favoring activity and coordination is good, but needing it to take advantage of an illogical mechanic is not good.

    Not necessarily disagreeing with your points, I agree that immortal offenses are annoying and shouldn't be a staple of the game. But having defense on those heavy attackers does make a lot of difference.

  8. #38
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    partially agreeing with Realest.. against heavy orcs/undead KDs, i'd prefer max gaining.. against everything else, chaining can do the right amount of damage..

  9. #39
    Forum Fanatic gergnub's Avatar
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    good chaining is max gaining.

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