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Thread: Stancery

  1. #1
    Forum Addict RattleHead's Avatar
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    Feb 2013
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    Stancery

    It was a rainy day today...

    Fortified

    -50% gains hitting in (slides in over a period of 24 hours)
    -50% gains on magic and thievery ops in (slides in over a period of 24 hours)
    -40% Military training time and cost
    +40% draft speed
    -50% Construction time and cost
    (Lose BR Bonus)

    24h minumum, 72h maximum duration (with 96h cooldown*)
    +20% Attack time - takes effect immediately (I thought 25% but this number puts Dryads at 24h base time in Fort)
    -50% gains hitting out
    -50% gains on magic and thievery ops out
    No Exploration available
    No Paradise spell available
    No scientist progression and no new scientists

    -Kingdoms in Fortified stance for >=25h expose themselves to the possibility of being SIEGED.
    --You may only siege a KD that is within +/-10% Acres. (war range needs to be looked at, i think)
    --You may not instigate a Siege from Fortified. (more below about how you can't drop from fortified and start sieging someone :P)
    --Siege overrides stance of the KD being sieged, and drops both KDs back into Normal if the siege expires, or goes to War.


    Sieged

    +20% Attack time hitting in (except for the Sieging KD)
    -50% gains hitting in
    -50% gains on magic and thievery ops in
    -40% Military training time and cost
    +40% draft speed
    -50% Construction time and cost

    48h maximum duration (with 96h cooldown*)
    +20% Attack time hitting out (except to the Sieging KD)
    +15% military casualties hitting out
    -15% Building Efficiency (slides in over 24h)
    -50% gains hitting out
    -50% gains on magic and thievery ops out
    No Exploration available
    No Paradise spell available
    Scientists will progress, but not be generated while being Sieged

    A Sieged KD has 2 options; they may choose to ride out the Siege for up to 48h, perhaps while they negotiated a CF with the Sieging KD, by retaliating and working the meter.

    Or they could choose to persecute the Sieging KD with War at any point once the Siege has begun!


    Sieging

    +20% Attack time hitting in (except for the Sieged KD)(slides in over 24h)
    -50% gains hitting in (slides in over 24h)
    -50% gains on magic and thievery ops in (slides in over 24h)
    -40% Military training time (not cost)
    +40% draft speed

    48h maximum duration (with 96h cooldown*)
    +20% Attack time hitting out (except to the Sieged KD, and effective immediately)
    +10% military casualties hitting out
    +10% military casualties from incoming hits (except from the Sieged KD)
    -50% gains hitting out
    -50% gains on magic and thievery ops out
    +500% Exploration costs
    No Paradise spell available
    Scientists will progress, AND be generated while Sieging



    * - The 96h cooldown should apply to when a KD leaves Fortified, or to a Sieging KD once that Siege is done, and only apply to Fortified and Siege instigation, whether they went to maximum duration or not.

    So, if a KD leaves Fort after 24h, 36h, or 72h, or a Siege ends for any reason, that KDs stance should only be "stuck" in the new stance for 24h. After that they should then be able to switch to Aggressive (for 24h minimum) if they choose, but not Fortified, or start another Siege until full 96h since leaving Fortified, or ending a Siege in the first place. They would Apply to each other as well; a KD who was just Fortified, could not Siege another KD for 96h, and a KD who was recent the instigator of a Siege could not enter Fortified until 96h after that Siege ended.

    So my Proposed would be

    Fort
    Min - 24h
    Max - 72h
    Cooldown upon exiting - 96h

    Sieged/Sieging
    Min - 0
    Max - 48

    Aggressive
    Min - 24h
    Max - 0

    Normal
    Min - 24h
    Max - 0

  2. #2
    Forum Addict Bo To's Avatar
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    Mar 2014
    Posts
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    With the new KR mechanic I think it's better just to remove the stances entirely and balance/introduce new KRs.

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