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Thread: Age 55 potential changes

  1. #76
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    Sorry, here's a more fully fledged analysis of the mechanics changes.

    "The explore formula will be re-examined with an eye to allowing relatively small provs far cheaper costs."

    Although that will help things, simply allowing tiny provinces to explore is not going to solve the problem. Exploration needs to be a means of bringing new acres into the game, not just a way to use your pool every now and then when you get chained. My previous explore-cost suggestion is far better, and most likely easier to implement.

    "The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed upon reaching a certain hostility level, which is yet to be decided."

    Not a bad idea. Perhaps better though would be to make the protection symmetric (both sides get protection) rather than to remove it completely. Of course then ops would be all-powerful...

    "Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth."

    An improvement, but the meter is so high it's extremely rare that it is ever hit. The cap used to be 60 hits; would it be feasible to drop it back down to that level?

    "Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be 10% honor or land generated based on your kingdoms current honor/land. The reward will be allocated more heavily towards provinces with less land/honor."

    Magically creating acres and honor out of nowhere is an extremely bad idea, and completely unnecessary. 10% honor loss is high, so decreasing that is viable. But there is no reason to give magical acres either, and giving a choice on the matter implies a high developer amount of work for little return. Again, my pool-change suggestion (dicing comes ENTIRELY from the pool, is double strength what it is now with double the guilds requirement, and you get 125 acres/hour of pool) is a lot easier to implement and is going to accomplish practically the same thing with far less abusability.

    * Sabotage damage mods will increase the cap, watchtowers will decrease it.
    ** halfer solds will be at 3 NW due to their higher power.

    Good catches. 2/2 soldiers should probably only be 2 or 2.5 networth though. Soldiers are already not very nw-efficient.

  2. #77
    Forum Fanatic khronosschoty's Avatar
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    Quote Originally Posted by Persain View Post
    its him again, just Ignor it Mal hes aid he'd NEVER met a feary with 40+tpa before when i told him the exact same thing in the other thread....Fearies are god when it comes to stoping halfer/elfs.
    That is so not true; apparently you do not know what your talking about, or else, your slandering me.
    Last edited by khronosschoty; 25-07-2012 at 22:22.

  3. #78
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    Overall I like these changes.

    halfers still seem too limited, basically weak attacker/T w/their nw inefficient elite and relying on a basic 4 point Ospec to try and give some NW efficiency to their army. the 2/2 soldiers are even less efficient but allow halfers a bit more durability in long wars.

    also honor/land bonus for WW seems sketchy in the fact it just generates honor/land from seemingly nothing (which will have an effect on overall honor/land floating around), but it's worth checking it out for an age depending on what the final decision is on how to implement these bonuses.
    Last edited by LukYspDe; 25-07-2012 at 22:16. Reason: clarity

  4. #79
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    Quote Originally Posted by jdorje View Post
    Magically creating acres and honor out of nowhere is an extremely bad idea, and completely unnecessary. 10% honor loss is high, so decreasing that is viable. But there is no reason to give magical acres either, and giving a choice on the matter implies a high developer amount of work for little return. Again, my pool-change suggestion (dicing comes ENTIRELY from the pool, is double strength what it is now with double the guilds requirement, and you get 125 acres/hour of pool) is a lot easier to implement and is going to accomplish practically the same thing with far less abusability.
    This affects like 5 kds. I fail to see why we should go down that route. For 90% of the server land is already generated from nothing.
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  5. #80
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    How about making SoM 100% accurate and making it significantly less difficult to get similar to SoT?

  6. #81
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    All I know is im going to play a faery. Welcome to Utopia's A/T/M Race!
    + 30% Spell Damage (Instant Spells)
    + 20% Sabotage damage
    + 30% WPA and TPA
    T - Build say .. 20% WTs , heck to be safe from halflers 25%!! No thieves can touch u, if they can, will cost them too much stealth to make it worthwhile. While u can still do as you please with any attacker or hybrid wannabe.
    M - All racial spells ... nuff said
    A - Just when we thought Faeries couldn't get better, -BAM- 1 general to attack with. So say .. train 1 ospa to ambush orcs/undeads who manage to break you, BOOM take it by half! Kill their elites so they wont be able to break at all! O M G And if you wanna play on the wild side, train 3ospa! You can make OOW Plunders/Learns/LAND GRAB! No matter your gain/science % Ambush is half! And if 2 are able to break (somehow) Ambush returns home faster, so BOOM and BOOM 2 of your biggest attackers attack/acres are cut in half! Thats right by half .. for those not familiar with math, thats 2 attacks doing only 1 attacks damage ! W O W
    In the meantime while your army is away for 10 hours ...
    15fbs greed, riot, ms (if mystic), ns , prop ( if rogue) food is gone, gc is gone, peasants is gone, troops unpaid, !aid 40k food URGENT !aid 50k gc next tick to attack!

    *Example above applies with a non-retarded, capable human being, capable of using a calculator, google/bing and access to the internet.
    ** Example above applies with 2 attackers RELATIVELY same size attacking ONE Faery next age.
    Last edited by paulnguyen1229; 25-07-2012 at 22:21.

  7. #82
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    Avian:

    Elite numbers: The changes to the other races elites makes Avian playable once again.
    Racial bonuses: The -30% Attacks times makes sense for Avian, but I am not sure why the thievery damage bonus? It just doesn't fit into Avian...

    Racial traits suggestion:

    -30% attack times
    +75% Birthrates
    Ignores enemy forts.

    +10% military combat casualties.
    -10% combat gains
    Cannot use war horses

    Avian spellbook: Again not sure why Vermin is apart of that, it is almost useless as no one will be playing them in a Mage role.
    Avian spellbook: Town watch, Mystic Aura, Fanatasicm

  8. #83
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    3 offspecs/acre won't even give you 20 opa with +20% OME and every unit on a pony. Get real paulnguyen. Faery is by no means an a/t/m.

  9. #84
    Forum Fanatic khronosschoty's Avatar
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    Quote Originally Posted by Palem View Post
    3 offspecs/acre won't even give you 20 opa with +20% OME and every unit on a pony. Get real paulnguyen. Faery is by no means an a/t/m.

    Haha I was going to write something, but, thought I won't even waste my breath, then, Palem posts, and, I'm like: could not have said it better my self. =p
    Last edited by khronosschoty; 25-07-2012 at 22:46.

  10. #85
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    you'll see faery's ambushing land grabs though, which is interesting, but no a/t/m.

  11. #86
    Post Fiend Shifty11's Avatar
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    I don't think I understand the spec value exactly. Are we changing Offspecs and Defspecs from 5/0, 0/5 to 4/0, 0/4?

  12. #87
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    Didnt want to adress everything you said but
    Quote Originally Posted by jdorje View Post
    "Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth."

    An improvement, but the meter is so high it's extremely rare that it is ever hit. The cap used to be 60 hits; would it be feasible to drop it back down to that level?
    Meter is 200 points right, Trad is 4 points so isnt the cap now 50 hits?

  13. #88
    Post Fiend newatthis's Avatar
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    do we still get the free spec credit war win bonus next age??? coz if we do, then the price of UD leets is too expensive coz for a waring orc kd, we basically never use money to train leets ... n just a suggestion, it should be fun to see different weakness for every race ... every age i know, ud weakness has always been the science, orcs in t/m, dwarf in food, etc ... why not making different weakness let's say like ud in economy ...
    Last edited by newatthis; 25-07-2012 at 22:57.

  14. #89
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    Quote Originally Posted by khronosschoty View Post
    That is so not true; apparently you do not know what your talking about, or else, your slandering me.
    um
    Quote Originally Posted by khronosschoty View Post
    your posting is the closest thing to being trumped by a faery I have experienced EVER, durring any age.

    And for the record if my science was just a bit higher, I would obliterate this faery no problem.
    that was just one feary in my kd, not even the best.

  15. #90
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    I don't think the magically generated rewards is horrible, however I feel the fact that the losing KD ends up losing nothing is a bad idea.
    This might encourage KDs to do the hit-and-run tactic a lot more often. Even with the current 10% honor loss, withdrawing is still a strong viable move.

    I warred an orc based KD last and they pulled a max gain wave before withdraw, which easily netted them more than 10% land/honor. We actually came out negative on land, and would have lost honor too if it weren't for the 10% transfer. Consider the same situation with this new proposed change, the withdrawing KD would have ended up gaining more than we did.

    I can see the general intent of this change, because yes... currently losing a war is devastating. Dropping 10% honor AND you don't gain the free credits to recover AND you lose out on the free science.

    Maybe a better option would have been to offer the losing KD partial rewards. Credits to recover, lesser amount of free science. This still coincides with your intentions to encourage war, without strengthening hit-and-run tactics.
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