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Thread: Age 71 Proposed Changes Suggestions

  1. #61
    I like to post MyNameIsMatija's Avatar
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    I think Undead elites go into untrained army and gradually train.
    Age 65 - FreeakStyle - FeyrPlay Alliance Win - Dwarves Stole My Bike
    Age 66 - FreeakStyle - #1 Honor & Warring Kingdom - Making FS Great Again
    Age 67 - BeastBlood - #1 Honor Human(Prince) - Steve from Walmart
    Age 68 - BeastBlood ft OldSchool - #1 Honor Kingdom & Avian - We Are All Feyr
    Age 69 - Ancient Spartans - #1 Kingdom in The History of Utopia - Clever Use of Words
    Age 70 - Ancient Spartans - #1 Land(25325 acres) & NW Faery - Spartan of Redeeming Qualities

  2. #62
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    Quote Originally Posted by MyNameIsMatija View Post
    I think Undead elites go into untrained army and gradually train.
    This was not the case in the past, but would definitely be an interesting twist!

  3. #63
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    Undead should just be immune to nightmares, what do they care?
    Age 65 - FreeakStyle - FeyrPlay Alliance Win - Dwarves Stole My Bike
    Age 66 - FreeakStyle - #1 Honor & Warring Kingdom - Making FS Great Again
    Age 67 - BeastBlood - #1 Honor Human(Prince) - Steve from Walmart
    Age 68 - BeastBlood ft OldSchool - #1 Honor Kingdom & Avian - We Are All Feyr
    Age 69 - Ancient Spartans - #1 Kingdom in The History of Utopia - Clever Use of Words
    Age 70 - Ancient Spartans - #1 Land(25325 acres) & NW Faery - Spartan of Redeeming Qualities

  4. #64
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    Keep Feary +2 o spec.

  5. #65
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    Dwarf and Human need better protections against T/M if ORC and UD are gonna be super-attackers. Elf and halfer needs more chance to be creative. I don't play faerie or avian enough to comment.

  6. #66
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    Any idea when Genesis will be implemented?

    I'd like to see the focus of high off pt elites shifted to racial bonuses. 15/13 pt elites are much too high, and with the unique bonuses already attributed to each race (undead low kills, orc gains, avian speed, etc) I think it would be best to lower values to around 10-11 as max and to expand on the racial attributes and that will make the strategy of race planning much more competitive. The current offense values skew the picks heavily in favour of 1 or 2 races - racial bonuses don't even matter.

    I'm also a strong supporter of 72 hr protection, but I can see how this might be bad for business with new players.

    Scientist Spawn rate lowered slightly - should be more than slightly. I saw people with full sci at YR 3-4.

  7. #67
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    Races

    Human

    Bonuses
    +30% Income
    Immune to Income Penalties

    Penalties
    -10% Spell Success
    (Removed the +10% losses, they had -30% def losses this age, lets not knee jerk)

    Spell book: Reflect Magic
    Elite: 11/3, 1000gc, 9.5NW


    Orc

    Bonuses
    +25% Battle Gains
    Free draft
    +20% Enemy casualties when attacking

    Penalties
    -10% Thievery Effectiveness (TPA)

    Spell book: Aggression, Clear Sight
    Elite: 12/2, 1000gc, 11NW


    Undead

    Bonuses
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required
    Attacks convert Offensive Specialists into Elites (Only when Hitting a Plagued Province, Note: Clerics get plague, just immune to effects, so conversion would still occur)
    +3 Offensive Specialist strength

    Penalties
    Basic Thievery (Intel Operations Only)
    No Elite Training
    +15% Defensive Losses
    Ospecs cost 650gc

    Spell book: Mystic Aura, Animate Dead
    Elite: 14/0, 10.5NW (EDIT: It has been brought to my attention that this may look like making UD un-ambushable, but it is meant to be that the elites fight at 0 for an ambush)


    Avian

    Bonuses
    -34% Attack travel time (Whatever this actually has to be to put base war time at 8 hours)
    When ambushed, elites fight at offensive value (10 * 80%)
    +30% Birth Rate
    Immune to Chastity

    Penalties
    -1 General

    Spell book: Fanaticism
    Elite: 10/4, 775gc, 10NW


    Dwarf

    Bonuses
    +20% Building Efficiency
    Free Building Construction and Can Use Credits to Raze Buildings
    -50% Building Construction Time
    +1 Defensive specialist strength
    Immune to Blizzard

    Penalties
    Can't use Accelerated Construction
    +75% Food consumption

    Spell book: War Spoils, Fog (Increases Enemy attack time by 20%)
    Elite: 11/3, 850gc, 9.5NW


    Halfling

    Bonuses
    +10% Population
    +25% Thievery Operation Success (TPA)
    +50% Effect of Thieves Dens
    -25% Thief cost
    +1 Stealth per tick
    +2 Offensive Specialist Strength

    Penalties
    -10% Birth Rate

    Spell book: Reflect Magic, Mystic Aura
    Elite: 6/9, 700gc, 10NW


    Faery

    Bonuses
    +40% Combat Instant Spell Damage
    +40% Sabotage Operation Damage
    -1% Stealth Cost on Successful Operation
    -1% Mana Cost on Successful Operation
    +1 Ospec strength

    Penalties
    -10% Birth Rate

    Spell book: All Racial Spells and Tree of Gold
    Elite:4/10, 1050gc, 11.5NW


    Elf

    Bonuses
    +3 Defensive Specialist strength
    +50% Spell Success (WPA)
    +1 mana per tick in war
    Banks 50% more effective

    Spell book: Clear Sight, Fools' Gold
    Elite: 9/6, 900gc, 9.5NW



    Personalities


    The Cleric

    -35% Your Military Casualties (on attack or defense)
    Immune to The Plague, and Pit Falls
    Access to Animate Dead
    Starts with +800 soldiers and +800 specialist credits


    The Heretic

    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 50% of rune cost refunded
    +20% Spell Success
    +25% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Blizzard
    Starts with +100 Wizards and +200 thieves
    Access to Revelation


    The Mystic

    All Guilds are 50% more effective (100% during EOWCF)
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Mages Fury
    All Acres produce 1 rune per day.
    Starts with +400 Wizards


    The Rogue

    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards, Propaganda (Propaganda can take scientists, rate would be 1/5 of abduct rate)
    Thieves Dens are 50% more effective
    +50% Thievery Science Effectiveness
    Access to Gluttony, Invisibility
    Starts with +400 thieves


    The Sage

    Protect 50% of scientists on abduct attack
    Scientists are 30% more effective
    Access to Amnesia, Revelation
    Scientists start at Novice, and never drop to recruit.
    Scientists gain experience twice as fast.
    Additional Science Tier, Tenured Professor (Can move amongst categories without dropping rank, and immune to abduct/prop, no boost to +sci effect though)
    Starts with 30% extra scientists.


    The Tactician

    -20% Attack Time
    Accurate Espionage
    Immune to Fog Effects
    Access to Pit Falls
    Starts with +800 soldiers and +800 specialist credits


    The Warrior

    +10% Offensive Military Efficiency
    Enhanced Conquest range
    Access to Blood Lust
    Starts with +800 soldiers and +800 specialist credits


    The War Hero

    -50% Training Time
    -50% Wages
    +1 General

    Specialist:
    Undead - Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%), No spec credits gained on attacks
    Other Races - Can use spec credits to train elites (gains 75% as many spec credits as other personas)

    Access to Town Watch, Quick Feet
    Starts with 800 soldiers and 800 specialist credits


    I like most of the Mechanics changes, except keep Blood Lust as it currently is.

    Also give Rune production its own category, as opposed to combining with food. Something Like (I know this will change based on the change in linear science

    Science Caps:
    • +30% Alchemy – 15 Profs
    • +25% (from +20%) Building Efficiency – 25 Profs
    • +15% Population – 25 Profs
    • +100% Food Production – 20 Profs
    • +50% Rune Production – 25 Profs (NEW)
    • +15% Military Effectiveness – 25 Profs
    • +100% Thievery Effectiveness – 20 Profs
    • +125% Magic Effectiveness – 21 Profs
    Last edited by MasterShake2129; 28-02-2017 at 15:39.

  8. #68
    Enthusiast Minty's Avatar
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    For the love of god make Anon STOP removing honor in war. I totally get why it's a necessary thing OOW to stop people form "selling" acres but why the **** is it a thing in war? Fix asap

  9. #69
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    Petition to change War Hero name to reflect its newfound niche under current changes.

    Introducing, the Whore Hero!

  10. #70
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    Quote Originally Posted by Minty View Post
    For the love of god make Anon STOP removing honor in war. I totally get why it's a necessary thing OOW to stop people form "selling" acres but why the **** is it a thing in war? Fix asap
    "Anonymity will no longer destroy honor during war"

    Did you read the change? or?

  11. #71
    Enthusiast Minty's Avatar
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    Yes. That is from proposed changes. I am saying make them happen.

  12. #72
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    I fail to understand why selling acres is a bad thing?

  13. #73
    Enthusiast Minty's Avatar
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    Quote Originally Posted by Magicus Lex Non Scripta View Post
    I fail to understand why selling acres is a bad thing?
    You fail to understand why warring KDs dropping tens of thousands acres to fight weak KDs and get easy wins is a bad thing?

  14. #74
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    I havent seen it asked yet, correct me if i'm wrong:

    Elf - +25% Spell Damage

    What does this mean? Duration? Instant?

    We see Faery - +40% Combat Instant Spell Damage has been defined but Elf is not.

    Please explain?

  15. #75
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    As the proposed changes stand, I really like the ideas and the direction you guys are headed! However, there are some definite things that are going to alienate certain races.

    Avian having faster attacks coupled with increased military casualties and mediocre military power is just not feasible compared to orc or undead. Avians may do better with decreased troop losses and faster attack times as their bonuses, then hit them with lower population or something else. I'd like to see Avian elites have competitive military power with undeads and orcs with 12/3 or something.

    Orc still underpowered compared to Undead.. perhaps lower or remove their science penalty... idk but Undead seems a bit ridiculous comparatively. I'll def go undead/war hero as it stands as I can't see a reason not to.

    Dwarves still jack of all trades, masters of none. Skilled players can make something out of nothing with them and they stay a versatile race that depends on the personality taken.

    Elves having +50% military wages is a bit steep. Consider lowering to 25-30%. Elves already need to run more homes and 200% wages to keep their defenses competitive so slapping +50% wages is a bit too harsh.

    Humans, halfers, and faeries all look good.

    Other considerations:
    Make hospitals lower the chance of contracting the plague rather than a chance of curing each tick (they produce plague vaccines just like we get flu shots :) sometimes they get the right formula, sometimes u get a plague strand they didn't predict).

    War Hero - THANK YOU for making it easier for them to get honor. I often suggested they change honor buff to decreased honor loss or increased honor gained. Good job with that one.
    Last edited by Goodgame; 28-02-2017 at 16:45.

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