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Thread: Creating new types of play, creating new strategies

  1. #1
    Post Fiend
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    217

    Creating new types of play, creating new strategies

    First of all, thank you to the devs for being active and super-involved in the community. I'm confident that you guys read every suggestion and consider them before accepting/rejecting them. Without further ado, my suggestions:

    ATTACKING/DEFENDING
    ================================
    Right now, the way an attackers' province is built are very similar: 3 tpa, 3 wpa, 5-6 dspa, the rest goes to elites. It doesn't matter whether you're Orc or Avian. The same goes for defending: train your best defending troops and park them. My suggestion is to have different kinds of attackers and defenders so the approach to them varies, which means more varied kingdoms (no more mono-race kingdoms).

    For example (This is just on top of my head as I'm typing now):

    1). Avians
    Bounces and conquests kills twice as many troops.
    +40% Birth Rate
    -40% training time
    -30% attack time
    6/2 elite, 450gc.

    Basically cheap units, easy to replace, fast, but super weak. Opportunistic attacker, can also specialize in bouncing in order to break enemy defenses.

    2). Dark Elves
    Ambushes take back 75% of the acres
    Ambush attack times are affected by buildings
    Ambushes kill 150% of enemy troops
    7/4 elite, 800gc.

    Allows for a passive-aggressive style of attacking (waits to get attacked, then hits hard when retalling). Interaction between this type of attacker and the opportunistic type above would be interesting, as the Avians will try to attack and get back before the Dark Elves are back, but Dark Elves would choose to keep some troops home to ambush while carefully sending troops out; but at the same time Dark Elves are forced to attack out as they will be bleeding acres if all they do is ambushing. Combine this with personalities and it will open up a whole slew of new plays ( I can't possibly imagine combining this with NM waves, Paladin spells, etc.)

    3). Dryads
    Take up to 75% of combat kills as prisoners (instead of 50-50)
    Prisoners work at 50% efficiency of peasants
    Horses fight at 4/0
    Prisoners fight at 7/0
    All acres produce food
    -1 dspec

    +30% attack time
    Homes provide 30 population space instead of 35.

    Dryads would be an economic powerhouse, but is prone to getting attacked and because of the long attack time, easy to get chained. To prevent this, the idea here is to make prisoners as a viable addition to peasants for economy. Since prisoner population doesn't affect BE, a healthy peasant population is also needed to maintain BE for that rune and gc production. If played with Paladin, Dryads would also be an interesting combo due to its ability to slay dragons quickly, repopulate and have super awesome economy... as long as you keep those prisoners.

    4). Elves
    Doubles the effects of Minor Protection and Greater Protection.
    Horses defend at a value of 4
    Spell damage and duration +20%
    no wpa bonus

    Allows for a more active defending (make sure you have those spells up!). Can possibly steal horses to increase defense temporarily. Also gives hybrid Elves a bit of a conundrum, whether to send out those horses or not. Also, when attacking Elves, you might want to Steal Horses (finally some use for this ops!), cast MV and/or burn those stables.

    5). Faery
    Has all spells (excluding Paradise and Paladin spells)
    Forts are not effected by BE

    Suffers 20% more troops loss from attacks
    -10% combat gains
    2/10 elite, 1200gc.

    Allows for ultimate turtling when paired with Paladin personality, but Dryads can still break them (if they go all-out + return time), and Avians can bounce on them to chip away at their defense. Furthermore, Rogues can GA the forts and Mystics can MV any defensive spells. In other words, it'll be an investment to take down a Faery, but once you're through, it's very hard for the Faery to come back.

    THIEF/MAGE
    ===============================

    The former devs gave us Heretics and Blizzard, and the new guys introduced Paladins and about 8 Paladin spells so I'm not going to complain about Magicking. Thievery, on the other hand, could do with some additions. So far, the ops are either information gathering and doing instant damage (mostly). How about duration ops where you send x amount of thieves to do some powerful thing, but your thieves stay there until you call them back?

    For example:

    You started with 400 acres and 400 thieves. You have 1 tpa.
    You cast "Blockade" by sending 100 thieves to prevent a province to send aid.
    You now have 300 thieves and 0.75 tpa until the blockade is released.

    Message on the news: "Thieves from Blah Blah (1:1) has blocked our roads!"
    Message on Throne Page: Our roads are blocked. We cannot send aid!"

    Some ops ideas:

    Blockade - prevents a province from sending aid.
    Sabotage army - you need to send 110% instead of 104% of army to have 100% success rate in attacking.
    Revolt - peasants join in the fray in defending the province at 0/0 strength (So kinda like Town Watch, but peasants just die)

    ===============================

    I'll leave the details to you guys, but that's the gist of it. Maybe combine this with the other suggestion I did of unlockables/upgrades?
    Last edited by elmoheadbutt; 07-08-2017 at 14:41.

  2. #2
    Member
    Join Date
    Jul 2017
    Posts
    25
    Here are some more raw Ideas that contain tweakable concepts:

    * Avians are only affected by half the opponents forts
    (they can fly over walls)

    * Dwarfs can get up to +75% defence for forts
    (don't dwarfs like to build a lot of forts?)

    * Dark Elf elite give a TPA bonus when sitting at home
    (rename the elite to Royal inquisitors/ Queen's secret police)

    * Moon phases affect rune costs
    there could be a 14? day moon cycle.
    During the bright end (full moon) rune costs go down for casting

    * Religious sacrifice petitioning
    You can cast (sacrifice runes/food/whatever) to attract the attention (pity) of various gods who benefit you
    However each god only has so many attention points to spread amongst worshiping provinces
    So If lots of other provinces are sacrificing to the same god you want, it will be hard to get benefit
    There are gods that aid attack/defence/plague/give intel/increase farming/whatever
    Sacrifice can be done on a province or Kingdom level.
    It would work similar to ritual spells now... you pay X+X+X over time.
    And you wouldn't know for sure if someone else is beating you to the punch

  3. #3
    Member
    Join Date
    Jul 2017
    Posts
    25
    Ive just weakened Forts and devalued building them...
    so...
    Fort acres have a "saving throw" of 75%
    whenever they are rolled as having been destroyed by Tornado or Razing.
    ie- Fort acres are harder to wreck

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