The War Hero
Protect 75% of honor on attacks
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
Access to War Spoils
Starts with 400 elites
Loses: +100% Honor Effects
The War Hero
Protect 75% of honor on attacks
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
Access to War Spoils
Starts with 400 elites
Loses: +100% Honor Effects
Post rough end date at the beginning of the age. Honestly kingdoms overall quit playing close to when they think eoa is. Makes game play extremely boring overall.
75% is way to much imo. Id rather see 25% protection from attacks and ops and +50% honor effects. A little more balanced. Remember even if war heros get a nerf by losing honor effects they will still be grabbing as much honor from enemies as before, making life miserable for non WH.
All hail Bart of Farta
I know I am going to get almost all negatives about this comment but what about a suggestion of complete randomness for all players for next age? I understand everyone has friends that they want to play this game with which i do too but it gets old seeing same kingdoms and players at the top. Some of the players in certain kingdoms may not do as well when they don't have the name or other kingdom mates to back them up every time that you don't get in the lower kingdoms all the time. Randomness would also spread very good players throughout the game and help new and moderate player advance in the game as well and make the whole community better players. Downside to this is it may make some players quit playing if they are not in the kingdom they want to be. Another Idea to make money for the game would be to use this idea but if you want to stay in same kingdom have to pay for premium account or so many credits to stay might be a good money generator?
I wanted to make them work like sages do for science. Would it help to remove the immune to income penalties to make them more balanced?
As for making life miserable for non WH, it doesn't seem that much worse than getting learned by a sage or hit army home by an undead with -offensive losses?
introduce quicker gb prot on learns. sucks to have no prot and still loose 80k books on the 5th hit within 2 hours and the first gains bein 110k books
Dwarves need a boost. They should be best tank and they really aren't. The double build for free in place of BE is nice, but not enough to compensate. My suggestion would be -10% land losses or enhanced GB prot. Dwarves would certainly have an innate ability to resist loss of land. Another option is to bump the elites in some way. I think many would balk at 8/7 so maybe a significant NW reduction with a price increase. All elite Dwarf should be playable.
Human Sage needs help. It is my all time favorite, by far. If you won't give them an effect bonus, at least lower their NW/book. As it is, to really get enough science to compete, they get NW bloated. Income bonus is useless with neg WPA, FB and chastity, so that really leaves them with nothing.
1. If you dont want to see the same old people in your kingdom, dont stay with them. Defect, dont reserve, etc.
2. Not having the same players in a kingdom at the start of an age would be chaos. There would be no chosen leadership, no themes, no wars, etc. It would be like the game started over. You'd lose a ton of players just out of frustration of being put into a chaotic ghetto.
3. Even if the player base is randomized, the top tier players will just become monarchs, use their already implemented chat systems (irc, groupme, etc.) to get ahold of their old kingdom mates, and simply recruit them into their current kingdom. There is nothing to stop them from doing this or reforming their old kingdoms, which they would.
4. You're right, a big portion of the players would quit. You'd be destroying ancient kingdoms and removing their hard earned legacy.
5. Making people pay to stay is ridiculous. Again, they'd either just be recruited or quit.
We want to make changes that will keep the current players and maybe add a few more. Your ideas would probably end the game. Half the reason people play right now is that they like the people in their kingdom and dont want to leave their friends. Take that away, and you'll loose half the game.
honor and sci are two totally different things. there is no way to make an applicable comparison. You cant buy honor with gc. the effects of sci give diminishing returns, the effects of honor do not diminish -they get better until you hit prince and then it stops all together. there is no science crown.
Its like saying reducing mystics rune cost by the same amount that UD combat losses are reduced would make them similar in power. They are just not the same thing.
Edit: if you break up and randomize all the kds it wont hurt the legacy kds, they all will end up getting back together. The kds it will hurt are the casual kds that are not as invested in the game and/or do not use outside communication. lots and lots of the 22 man decent warrior kds would be gone forever, players quitting rather than trying to start over after climbing up from the sub 22/mass inactive part of the ghetto.
Last edited by beans; 16-07-2016 at 19:49.
All hail Bart of Farta
Any level at all of honour protection would mean the offsetting penalty be so severe that the personality is completely crippled beyond unplayable or it'd be completely broken.
If there's something wrong with the ratios that honour is gained then fix that instead.
Protecting honour would be like protecting land, it'd be utterly broken, especially since honour doesn't inflate nw etc and grow you out of range.
Imagine an age where all the land kingdoms kept gaining acres and thus military and sci but never grew out of range(it's a bad comparison but it's the closest one there is), the amount of whining would be off the scales.
Last edited by Elldallan; 16-07-2016 at 23:30.
Build a man a fire and he'll be warm for a day, Set a man on fire and he'll be warm for the rest of his life.
Played wh last 2 ages. Would not trade double honour bonuses for 75% honour protection from attacks. That would stick a fork in the 1 decent way of playing war hero without adding another. 50% protection from attacks AND ops might open up some heavy attacker opportunities
Last edited by Fiskinator; 16-07-2016 at 23:30.
Pls from next age announce 3-4 weeks earlyer when the age ends. The kingdoms can plan better this way.
New Spell
-----------
Shroud - Reduces mage losses to AW/massacre by 75%. (Or 50%?) Also reduces magic effectiveness by 75%. (Or just means no spells can be cast for the duration?)
Spell Mechanic - I believe this should be a short duration spell...similar to chastity. The spell should last no more than 5 hours and usually end up being 3-4 hours.
How it fits thematically - Magicians are powerful and should have more ability to hide in plain sight. By dispersing, they blend in with the population as a whole. Unfortunately, dispersing means whatever magical ability the province has is severely negated or outright stripped away.
Why it makes sense for the game - There's been a lot of hand-wringing about how AW is overpowered and due to the game mechanics, it's very hard for a mystic-type province (or any prov) to recover from being waved with AW. It's easier to recover from losing thieves, military, and land than it is to recover from losing wizards. This spell would at least give mystics a bit more control over their ability to protect wizards. Of course, the downside is that this costs mana and basically prevents the mystic from being useful for the spell's duration. It adds some strategy to both sides.
Anyway, I don't anticipate this gets adopted but wanted to throw it out there...maybe others have had better ideas.
Haven't read through everyone else's suggestions so if it's been said and/or disputed as bad, sorry.
Generic
Attack Gains: Honestly, it's annoying and probably not intended by the powers that be when a prov in a top #1-10 land KD hits into a KD that isn't even in the top 100 and gain a poop ton of honor. That makes absolutely no sense to me. And yay it's fun for them and all, great - but it's not for the victims of such. They are able to do this because they can, with their ridiculous econ, drop their NW just to make a hit, then immediately raise their NW again so that they are oor. I believe others have mentioned before that these should be land based rather than NW based and I agree. I remember why it was changed to NW, however -- that was abused when other attacks than Trad March took honor as well. With only trad march taking honor, land based gains make more sense. IF it has to be purely one thing. Heck you could make it based on both (75% land based, 25% NW based) if it's not too difficult.
Dragons:
1) Were somehow both too weak and too strong this age...I believe it's due to the giant new military numbers and NW not compensating enough for them. I'm not fully sure how to change them...maybe make the dragons even more diverse with a little more boosted dmg. Ruby: -15% ME, Gold: -40% BE, Sapphire: -50% TWPA, Emerald: -33% Gains, +33% Mil Losses, All: -25% Income, -25% Draft. However, make them slightly easier to fund and slay. It does more immediate dmg and gives more strategy options in sending/slaying dragons at "the right time" for war advantages.
2) Give a bonus to the sending KD's dragon depending on how long it remains. +10% to all of it's effects every 24hrs it ravages enemy lands. And a destruction bonus if it stays the full 6 days and flies away. Dragon burns 50% of all buildings and kills 25% of all troops before flying away. [Obviously those may be a little much, so it doesn't have to be those exact numbers but just an idea for something...also people would really be more motivated to slay]
Race/Personality Suggestions: Here are just some basic thoughts, I may post a bigger more fleshed out section later
Heretic: Under powered. Could use a boost.
Orc/Undead: Either OP or all other attackers were too weak to compare. Any KD we fought with non-Undead/Orc attackers would lose pretty easily. Avian were probably the 3rd best option, but even still not enough.
Stances: Fort stance at 48hrs seemed awesome. It felt like there were more wars and randomness all together. Maybe boost it a tiny tiny bit, but I liked it at 48hrs. However, EOWCF at 3 days was...off. I like the idea to make it shorter, but it needs a boost. Building costs reduction needs to be a thing in EOWCF. That seemed to be the biggest thing to fix after winning/losing a war. You would have buildings coming in 12hrs later that you would then need to raze and rebuild and wait another 12hrs. Cutting your CF time by 24hrs. Maybe make any incoming buildings come in (like acres that are gained from attacks) immediately. This would allow build changes to start off right away. Which for those who get chained could make quite a huge difference.
So all listed in a shorter TLDR version.
1. Land Based Gains (or 75% land/25% NW based)
2. Dragons
--a) Buff Dragons over time (Day 1 starting at what they are now, but each 24hrs adds 10% of it's dmg to it or so)
--b) Give Dragons a finishing move when it flies off or a morale bonus to KD that sent it (Sapphire could give bonus tpa/wpa, Ruby could give bonus ME, etc)
--c) Make dragons a little easier to send or multiple ways to fund it besides gc. Maybe Emerald could be sent with tons of food, Sapphire with runes, Ruby with Soldiers, Gold with GC.
3. Personalities: Heretic and War Hero are under powered
4. Attacking Races: Avian/Human/Dwarf are under powered.
5. Faeries are overpowered
6. EOWCF needs cheaper building/raze costs (if not free raze) and either credits for buildings currently being built or for those buildings to come in immediately so they can be razed and builds can be converted. As it is now, 24hrs is wasted on waiting for buildings, then razing, then rebuilding.
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