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Thread: Age 55 potential changes

  1. #196
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    Fortify Stance - Reduce lost 75%, no exploring, no paradise, no combat spells. Thievery reduced to intel related only, nothing "offensive". If a kingdom doesn't want to war, they shouldn't be forced to by bullies. Whatever the reason may be. Players on vacation, weeding out inactives, need to do whatever. Minimal time in Fortify up to 48 hrs and must stay in normal/aggressive for at least 24 hours before going back. ATM it's really annoying to have kingdoms turtle in Fortify while passing out insane ops. After max fortify is reached, any attack is useless but leaving army home to eat constant MS is just silly. On the other hand, if you weaken fortify, people/kingdom will get bullied into wars. Players will get frustrated/quit. Cancel all offensive spells/thievery operation while in fortify. Up the minimal time so kingdoms dont go into it without wasting lots of time. Used only to avoid bullies/not wanting to war (again for whatever reason).

    War Wins - Credits/Points to buy whatever you want.
    Based on size of opponent you can gain up to .. say 5 "credits" Monarch is then able to purchase from an option of .. Honor X Amount, Land X Amount, Science X Amount
    With those 3 options, Monarch can decide whats best for their kingdom. Numbers can be different, but it allows better/detailed customization of a kingdom.
    Building/Army Credits will stay the same. Allowing monarch to decide which to choose, acres/honor/science let them plan for next war. How big kingdom want to be, etc, etc.
    Don't have a detailed formula or anything, but I think it would make a great way for war wins. ALso, losing kingdom can get 1-2 credits depending on their size, etc, etc.
    Credits are determined by size of kingdom, larger the risk, bigger the gains. Warring smaller kingdoms yield smaller gains.
    This allow monarch to control their kingdom size better. If they wanna get big, pick acres. if they wanna stay small, pick honor/science. If they wanna be in the middle, pick one of each.

  2. #197
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    Fix kd nw gains. It's pathetic that a very small kingdom can random you for more than twice of what you would get if you would random him simply because your kingdom is bigger. Smaller kingdoms are actually targeting bigger kingdoms simply because they gain the most that way.
    #sinners <---click to join

  3. #198
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    Quote Originally Posted by UnknownGhost View Post
    Fix kd nw gains. It's pathetic that a very small kingdom can random you for more than twice of what you would get if you would random him simply because your kingdom is bigger. Smaller kingdoms are actually targeting bigger kingdoms simply because they gain the most that way.
    smaller KDs get randomed from larger KDs all the time, welcome to the club

    to clarify, provinces who are smaller than the core in large KDs may get randomed from core provinces in smaller KDs the same way larger provinces in small KDs get randomed by core provinces from larger KDs. If a large province from a small KD randoms a core player from a Large KD, than your core can retaliate w/little to no fear of being hit back because there's only 1 (or 2 or 5) province in that smaller KD that can break your core, so you can defend yourself unlike the smaller KDs who if their large province gets hit by your core, they have to suck it up.
    Last edited by LukYspDe; 27-07-2012 at 22:46.

  4. #199
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    Suggestion for tweaks at the end of a war.

    I think any offensive duration ops/spells should be cancelled at a wars end. Eg. Meteors, storms, riots, ect

    Also, I also think dragons should leave at wars end, plus any current dragon funding projects between the kingdoms should be cancelled. How can kingdoms agree to peace then send another dragon???

  5. #200
    Sir Postalot
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    A few thoughts, and I'll be sure to put together a complete list of thoughts later on

    1) I agree with bishop that the fortified rules don't really need a changing. BOTH SIDES have the ability to do ops, its not as if one kingdom has an advantage another doesn't, like some kingdoms did in fake wars in ages past. Create your kingdom with balancing attacking and op power, that's how the game is meant to be played. Furthermore, I think most of those complaining about fortified were likely orc/undead players who fought dwarf mystics and such in long hostiles. Your orcs were 2-3x'ing most hits anyways. -50% gains on massacre doesn't totally nerf massacre. Spend 2 days massacring someone and their op advantage will go away quite quickly.

    2) MOST IMPORTANT POINT I'VE YET TO SEE ANYONE MENTION. Under these current rules, I see no way in which a kingdom larger will win a war vs a kingdom smaller. Dspec values are down and most importantly elite defensive unit numbers are down. I don't see any province outside of perhaps human as ever getting unbreakable (Except of course fearies who are permanently imbalanced as unbreakable). With fearies completely immune from any ops or damage, as I described before, any feary can always nightmare nightstrike any province with 4 def pt specs and 2-3 def point elites down into chain range. Therefore, barring something unusual like one kingdom having a bank and another not, or one kingdom with a clearly superior race/setup choice, the topfeeding kingdom will win most every war as long as the skill level is ANYWHERE similar to their opponnents.

    It's just simply way too big of an advantage in war to be doing all of your hits in networth range compared to your opponnents not being able to. Combined with these lower overall offensive values, the larger kingdom will never be able to effectively chain provinces, whereas the topfeeding kingdom will. In every other age past, this would be combated by provinces who got large becoming unbreakables. It's almost impossible to create unbreakables now, so the topfeeding kingdom will always win unless there's a drastic difference in skill level.

    However once the age is about halfway through, rarely are two kingdoms that drastically different in skill value if they are around the same size to overcome this topfeeding advantage.
    Last edited by flogger; 28-07-2012 at 01:38.

  6. #201
    Sir Postalot
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    In short, you can't lower the defensive elite values to the level you have for the reasons said above. That means you have to raise them, but if you do that then no one will be able to break eachother so you have to raise the offensive value back up as well. In short, you have to leave things as they are.

    And I don't think that's a bad thing. The elite/army values have been for the most part similar for many many ages, with slight tweaks here or there. Odds are they were close to perfected and balanced, and a drastic change is going to result in drastic imbalances.

  7. #202
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    Quote Originally Posted by flogger View Post

    2) MOST IMPORTANT POINT I'VE YET TO SEE ANYONE MENTION.

    With fearies completely immune from any ops or damage, as I described before, any feary can always nightmare nightstrike any province with 4 def pt specs and 2-3 def point elites down into chain range.
    how is that any differnt that now, right now high war kds who go full orc design a war strategy where their attacking core will up feed all age. As far as i can tell this isnt made any easier..
    Future: orc 7 / d=4 = 1.75
    Future: orc 7 / d=5 = 1.4

    Now: orc 9 / d=5 = 1.8
    Now: orc 9 / d=6 = 1.5

    If anything i'd think should get easier to go unbreakable with specs pure specs or def leet. what am i missing.

  8. #203
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    Quote Originally Posted by Persain View Post
    how is that any differnt that now, right now high war kds who go full orc design a war strategy where their attacking core will up feed all age. As far as i can tell this isnt made any easier..
    Future: orc 7 / d=4 = 1.75
    Future: orc 7 / d=5 = 1.4

    Now: orc 9 / d=5 = 1.8
    Now: orc 9 / d=6 = 1.5

    If anything i'd think should get easier to go unbreakable with specs pure specs or def leet. what am i missing.
    I don't think flogger spent enough time analyzing the changes, orcs and UD elites definitely took a small knock to turtling but they couldn't turtle at all in the first place & their D spec is actually stronger now than before. Elves elite took a very slight nock in turtling ability but it also increased in offensive eficeny and thier D spec got a bump in power as well so i would call this a wash (although i would still like to see em with a 5/4 leet). Humans, Avains and halfers are better turtles than they where before and dwarfs are about the same.
    Last edited by Evillone; 28-07-2012 at 02:10.
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  9. #204
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    It's not going to kill people to hit into fortified, honestly. Kills are kills, and fortified takes 24 hours before it's effective, so it's not hard to wail on a kingdom retreating into fortified that can't retaliate effectively. Something to limit the power of holding war button could be implemented...

  10. #205
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    For these ages passes by, there were major nerfs made that sometimes make it feel like a race is unplayable. This happen to every races before, but only except faery lol, thats actually pretty obvious to be noticed Bishop, lol...

    -10% pop and -off spec are 2 penalties. -3 generals is only 1 penalty. By giving one penalty and take away 2 penalty, this is a heavy boost to the faery. Beside, how can the penalty of -3 generals can be compared with -10% pop and -2 off spec lol.. thats pretty obvious isnt it.. When the time Faery has -10% pop and -2 off spec, they still can perform very good in mage and thieve. They can make 4 hits in wars but their targets are only limited to heavily chain provs with no defence. With this new changes, now they can make one hit but that hit, is on a bigger prov.

    In the past, one can either choose to be a pure t/ms who is free both from hits and ops, or being a hybrid attacker who is vulnerable from hits and ops but can perform as an a/t/m. With the new changes coming, a faery now can both perform as a pure t/ms that free from hits and ops, as well as a hybrid attacker that has offence to break a decent target.

    Playing a kd of faeries will has the disadvantages as since you cannot perform multiple taps, it is useless to have more offence if you can only make one hit. I understand that logic but the point is... the players do not need to play a kd full of faeries..

    One pure t/m = one prov, one hybrid = one prov. To be able to play pure t/m and hybrid together = 2 provs. And faery is the case here. In the old changes, one kd that consist of 5 faeries and 15 attackers for example, their kd is counted as a kd of 20 players worth in numbers. With the new changes, the kd who has 5 faeries and 15 attackers, will be counted as a kd of 15 + 5x2 = 25 players worth in numbers.

    For the next age, I think the changes of spec into 4 value is something new to be seen, and secondly consideration made abt the monarch is able to pick the rewards and the reward distribution towards smaller provs, this gives more controls to the kd how they decide to play their war, undoubtly is a brilliant idea as well as huge break out in the changes made, just like the time when the 100% accurate intel is been introduced to the game. But.. when all these ages you kept on protect the faeries like a child who has to be well protected at all times lol... naturally ppl will have comments abt it after all, isnt it?

  11. #206
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    Fort stance needs to change to a pure rebuildining stance, from the current pure abuse stance.

    *Lower duration/dmg from ops (50% just like hits?)
    *Cant enter fort after 12h from last hit
    *48h cooldown
    *No build & spec credits from hits (no convert for UD's)
    *Limited science cap

    I can understand switching to fort when you get waved to change build for the specific KD that hits you, and retrain losses. But right now its broken and needs to get fixed.

    Edit: Sending dragon should give 16 points, and mana/stealth usage should give point aswell (if its even possible to code)
    Last edited by NoseBlood; 28-07-2012 at 06:42.

  12. #207
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    ......
    Last edited by NoseBlood; 28-07-2012 at 06:42. Reason: delete this post

  13. #208
    Cap any kd with 20 or less provs to 2 faeries max. Useless wannabe TM faeries ruin ghettos.

  14. #209
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    In the interests of cooperation, I have a secondary proposal that can work with the currently proposed rules changes.

    * Leave dicing unchanged numerically, but have it all come out of the pool (0 pool = 0 acres on a dice).
    * Have the 10% winning acres also come out of the pool (if there is insufficient pool, lower the amount given, either across the board or by giving 10% to the smallest provinces first - or if that's too much work, just let the pool go negative).
    * Increase kingdoms pool allotment to 125 acres/hour.

    I think we can all agree this will have 0 effect on kingdoms that don't grow (those that do not use their pool), and it will have a huge positive benefit (faster growth/separation and more wars) for those that do grow. And it's easy.
    Last edited by jdorje; 03-08-2012 at 20:04.

  15. #210
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    Fortified:
    No attacking outside of kingdom
    No Spell Ops in or out of kingdom
    only intel thief ops
    All dragon production is erased
    All incoming attacks take 90% less land return time increased 50%.
    All relations are returned to neutral.
    Takes 12 hours to enter into
    Minimum 24 hours
    Takes 12 hours to leave

    Opps.. add in no paradise, no explore, science cost x2

    I dont know what you guys use Fort for... but for a kingdom trying to escape a bully or trying to fix a problem this is what they are looking for.
    Last edited by tiggis; 28-07-2012 at 19:00.

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