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Topics - Tomas

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16
Suggestions Corner / New Throwing Weapon Suggestion
« on: June 18, 2012, 03:04:53 pm »
I would like to see Boulders added to the game (seriously  :wink:)

Potential Boulder Stats could be

missile speed: 2
weapon length: 30
weight: 15
accuracy: 50
difficulty: 4
speed rating: 50
max ammo: 1
thrust damage: 50 blunt
slots: 4
Can't sheath
Can't use on horseback
Crushthrough
Knockdown
+ Some Splash Damage
Price: 4k

This would make the Boulder virtually useless in battles but very effective when defending a castle as you can drop it on your enemies.  It wouldn't be OP in Siege mode though since you only get 1 and have no proper backup weapon.  In Strat on the other hand where defenders usually have weapon racks they could be extremely useful and give organised defenders a nice bonus. They would also make throwing more useful in Strat as currently it is rarely used.

A 2H throwing animation would be nice to go with it, but if that is the only thing in the way of this being added then I'd say stuff the animation, lets have the weapon :D

Finally - just imagine defending your Strat Castle with the attackers storming up a ladder whilst you wait at the top with your boulder ready to crush them as they get to the top along with the ladder as well :D  It would be epic :D




17
General Discussion / Aketon and Heavy Aketon
« on: June 13, 2012, 01:36:39 pm »
Are they supposed to have the same stats except weight and with the Heavy aketon being lighter?

visitors can't see pics , please register or login

Heavy Aketon
weight: 6.6
body armor: 30
leg armor: 10
difficulty: 8

visitors can't see pics , please register or login

Aketon
weight: 7
body armor: 30
leg armor: 10
difficulty: 8

18
General Discussion / Nations Cup - UK team recruitment
« on: June 02, 2012, 05:41:52 pm »
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The first of a series of Open Trials for team UK will be held on Monday 4th June at 19:00 (UK time) on the HRE_Fallen_Training server/Fallen TS!

Come along if you are interested in representing the UK in the upcoming Nations Cup :D

In the meantime you can register as a player on http://crpgteamuk.enjin.com/home.  Just register an account and then fill in the recruitment application form in order to gain access.

19
Strategus General Discussion / 2 Questions about latest patch
« on: May 30, 2012, 04:25:13 pm »
1)  Do you earn Strat ticks from Start battles or just from cRPG?

2)  Is their a limit to how many Strat ticks you can stockpile?

20
Suggestions Corner / Buff Healing Tent hit points
« on: May 27, 2012, 04:45:42 pm »
Can we buff Healing tent hit points a little please.

Doesn't have to be as much as the forward base, but they are a bit too fragile to actually be useful at the moment unless you have a really good place to hide it.

21
Strategus General Discussion / Strat roster size suggestion
« on: May 20, 2012, 11:31:56 pm »
I know changes aren't being made to Strat but i'm bored and maybe someone will read this and think it is a good idea for the future (if Strat has one  :wink:)

Suggestion: scale roster size according to equipment level

Unarmed/Lightly Armed armies = 100% roster size
Armed armies = 95% roster size
Heavily Armed armies = 90% roster size
Shiny Armies = 85% roster size

So for a battle where you get 50 mercs normally, you would only get 43 mercs if your army was so well armed it was listed as shiny.

The numbers will of course need changing for balance.

Outcome:
- Better equipment is no longer an auto win and leaders will have to learn to overcome numerical disadvantages instead of just being able to crutch on their superior equipment
- More interesting battles where it is harder to spawn cap simply by having better gear
- More tactical options in Strat as some faction may actually choose to use lower level equipment in order to have more roster space which in turn means they can afford more tickets overall.  For instance say 150k gold is enough to heavily arm 500 tickets, however it is also enough gold to arm 700 tickets instead which would gain you 2-3 extra mercs on their roster.  Which would you choose?
- Makes people actually think instead of just doing the obvious thing of maxing their equipment according to what they can afford.

22
Game Balance Discussion / Upkeep Discount Skill
« on: May 19, 2012, 10:27:01 am »
Very simple - Add a skill that gives a discount on upkeep.

5% per point and the max skill level is not dependent on either Strength or Agility it is simply maxed out at 10 points

So if i want i can have an 18/18 build with 10 points in "Repairs" which gives me a 50% discount on all my repair bills since i am doing it myself instead of going to the blacksmith :D

This would mean that people can afford to always use heavy gear/horses if they want, but they will have to sacrifice combat skills in order to do it.


23
Strategus General Discussion / [Suggestion] Prospecting
« on: April 03, 2012, 04:34:02 pm »
Add prospecting to the game by giving everybody the ability to produce Goods outside of fiefs
- The goods produced will be called "Raw Materials" and will be generic no matter where on the map you are
- Since they will have no fief of origin, the trade bonus will not apply to these goods
- These goods will not cost anything to craft since they are being collected from the wild
- In order to produce the goods, players will need to Prospect on the Strat Map
- Prospecting is simply clicking a button so that the game does not automatically award goods to inactive people
- You can only Prospect once every 24 hours and it lasts for a maximum of 8 hours. 
- If you move at all or pass your good to someone else your Prospecting session is cancelled
- You can be attacked whilst prospecting
- The number of goods produced will be effected by the distance of your camp to the nearest fief.  The further you go the more goods you get.
- The formula for goods production each hour could be

Goods produced = (rand() / 2) * Distance_to_closest_Fief^2

- So if you are 10km from a fief then you will produce between 0 and 50 goods each hour, with an average of 25 goods per hour.  In 8 hours this would equal 200 goods and therefore 5000 gold profit on average per day.
- A faction player in a fief meanwhile producing 24 goods per day and giving them to a faction trader to sell will make only 3600 gold, however they do not need to pay troops, cannot be attacked and can therefore be far less active/attentive on Strat.

Reasons & Impact
- Landless factions can produce goods on Strat without needing a fief which means that being knocked out of Strat isn't as big a set back as it is now
- Active players on Strat can massively boost their goods production rates but only by putting their characters at risk
- There will be more players running around with goods and therefore more raiding opportunities
- Long trade routes with fief based crafters will still be the more secure and more gaunranteed method of making money
- This has nothing to do with cRPG activity but is still activity based and so is not exploitable by inactive players unless they give their account access away which is bannable


24
Strategus General Discussion / Castle Building
« on: March 23, 2012, 05:50:53 pm »
The idea of designing your own castles has been around on Strat ever since it started but it has always been a pipe dream that is impossible to implement.  However, not all of it is impossible and here's a way of getting at least some of it into the game.

4 easy steps
- Replace all castles with a single generic castle map that consists simply of a Keep (that you can enter and get on top of) plus a surrounding wall with towers on the corners and a shallow moat.
- Change the siege spawn times to allow defenders 15 minutes of preparation time before the attackers spawn
- Give every Castle 8 construction Sites and 200 Materials free whenever they are attacked
- Add lots more things that can be built with construction sites

This way, defenders have 15 mins to customize their castle to optimize its defense.  The improvements are all destroyable though so won't be OP, they don't need saving between battles and the more you make the more it will cost you.  So no worries about balance or having to store lots of maps.

Here's a few ideas for new construction objects (materials required may vary)
- Small Stakes (10 materials) = a 4m wide set of Stakes
- Large Stakes (20 materials) = a 8m wide set of Stakes
- Healing Hut (60 materials) = a much stronger version of the healing tent
- Wooden Pallisade (30 materials) = a 10m stretch of Pallisade wall
- Wooden Tower (50 materials) = a simple Wooden Tower to go with the pallisade
- Improved Siege Shields (5 materials) = a better version of the siege shield
- Archer Nest (20 materials) = a small box like room with windows that can be placed on top of existing stone walls to give more cover for archers
- Barricade (5 materials) = turns the construction site into a stronger barricade to block doorways and gaps
- ? lots more stuff

25
Instead of Towns producing goods, they produce horses.

Details
- The horses cost 50 gold regardless of where you are and you recruit 1 per hour
- Desert Towns produce Desert Horses
- Steppe Towns produce Steppe Horses
- Dhirim, Reyvadin, Uxhal, Halmar and Curaw produce Palfreys
- All other Towns produce Rouneys
- The Desert Horse should lose 2 points in maneuverability and cost 1000 gold less on cRPG for balance reasons
- The Palfrey should get slight body armour, charge and hit point boosts to make it slightly better than a rouncey.  1 extra point in speed does not make up for all the other disadvantages

Impact
- Cheap Horses for everybody on Strat but you can't get them quickly and you still have to pay for the good horses
- Different areas of the map get different horses which adds some flavour to the game.  If you don't like the Steppe horse, then don't settle in the Steppe :D
- With the suggested slight nerfs/buffs to the Desert Horse and Palfrey, the best of these horses will only be available in the central Towns which is fair imo.

26
Events & Tournaments / cRPG Olympics
« on: March 17, 2012, 02:24:28 pm »
Who would be interested in a special Olympic Event or series of Events this Summer?

Individual Events could include

- Javelin (throwing event of some sort)
- 100m Sprint (in peasant gear and with throwing weapons to add some spice)
- Horse (Archer) Race
- Steeplechase (solo race around a set course with numerous naked peasant armed with daggers trying to stop you as the obstacles)
- Rageball (self explanatory)
- Obstacle course (on a specially designed map)
- ?
- ?

Suggestions for extra events are welcome. 

If interest is high and anybody wants to help set this up, pm me or come find me in Fallen TS :)

27
Strategus General Discussion / Strat Suggestion: Fief Loyalty
« on: March 16, 2012, 03:39:23 pm »
Add a fief loyalty that requires you to have a certain number of troops in your fiefs in order to keep hold of them

Details
- The number of troops you need in your fiefs is based on the total number of Strat Players in Factions, the number of fiefs your faction owns, and the number of players your faction has.
- The formula to work it out should be (or similar)

 Troops needed per fief = 10*( (#TotalFactionMembers/#TotalFiefs) - (#OwnFactionMembers/#OwnFiefs) )^3

- Negative troop values are ignored and mean you don't need any garrison at all.
- You need at least 3 people in a faction to count towards the total faction members stat
- In order to count towards either the #TotalFactionMembers or the #OwnFactionMembers a players must have either worked, recruited, moved or fought in a Strat Battle in the last 7 days.
- Troops must be at least lightly armed in order to count towards the garrison
- If you do not have enough troops in a fief, the fief's loyalty will drop by X% per day where X is between 10 and 20% and depends on the distance to your factions Capital.  The closer to the capital the longer you have to save it.
- If the loyalty reaches 0% it will rebel.
- If fief loyalty is below 100% but you now have enough troops in the fief, loyalty will go up by X% per day until it gets back to 100%
- When a fief does rebel it kicks out whatever troops/gear are inside and gets reset to its default population and gold (500 pop and 100,000 gold for a village, etc)

Impact
- As it stands in Strat there are probably around 1500 players in reportedly active factions and there are 180 fiefs
- Of those 2000 players a number will be inactive and won't count towards the calcualted garrisons, however since i don't how many people within each faction are active, I will assume the numbers balance each other out and that my garrison figures are reasonably accurate
- This means that the following factions would require the following garrisons in ALL their fiefs in order to keep hold of them.

Faction - Members - Fiefs - Garrisons Required
Grey_Order                     132   14      0
The Empire                     85            9      0
Knights Hospitaller            124         16           2
Union                             107   9             0
Druzhina                             104   31      1233
Crusader Alliance             108      9      0
CHAOS                             43           3      0
UKC                                    84          7      0
Fallen Brigade                     71           2      0
Legione Italica                   18           8           2251

- Obviously this means that factions that conquer too much land will either want to sell it on pretty quick or let it rebel and revert to the AI
- Raiding fiefs could be more useful as well as a means of removing a garrison from a fief and attempting to make it rebel.
- And if you look a little further this system also provides a useful mechanism for removing inactive factions from the game and recycling their fiefs into play for new or growing factions.
- Finally this system will react and grow/shrink along with any flunctuations in the Strat Player Base.

28
Strategus General Discussion / Strat Suggestion: Player Prestige
« on: March 14, 2012, 02:48:39 am »
Could we have a table somewhere ranking all the Strat players on the following criteria and then giving them a prestige score for bragging rights and e-peen.

Martial Prowess
- Calculated by multiplying each players K:D ratio by the XP they gained in a battle.  Do this for all of a players battles within the last 4 weeks, add it all up and then divide by the highest players total score.  Finally multiply by 100 to give a value out of 100.
- Notes: fighting with inferior gear gets you more XP so the restricted opportunity to get a good K:D is taken into account in this method which is fair imo. Activity is also rewarded highly as the more battles you fight, the higher your score will be.
- Example: I have a K:D of 3:2 and gained 200,000 XP in my only battle giving me a score of 300,000.  Say that the best player has a score of 1 million.  I therefore get a Martial Prowess of 30

Leadership
- Calculated by taking the total number of troops killed in battles led by the person within the last 4 weeks and subtracting this figure from the total number of kills made.  Again divide each players totals by the best players score and multiply by 100.
- Notes: Equipping your army and picking your targets wisely are both key parts of leading an army so they are rewarded in this system.  Picking a good battle commander and getting a good roster are also important and will improve your score.
- Example: If I led 1 battle in the last 4 weeks which overall saw me kill 50 more troops than I lost, then I get a score of 50.  If the best score in the last 4 weeks is 250, my Leadership score will be 20.  Note that if i had lost more troops than I killed I would get a leadership score of 0.

Acumen
- Each day the population of your fiefs is mutliplied by the total number of fiefs owned by your faction and then divided by the total number of players in your faction.  These daily scores are then added up for each day in the last 4 weeks, before being divided by the best player's score and mutiplied by 100.
- Notes: You are rewarded for holding more than your clans fair share of the Strat Map.  Castles and Towns score higher simply because they should be more prestigous and i'm hoping they will be more important in the future anyway.
- Example: I have held a 500 population village for the entirity of the 4 week period.  It is my clans only fief and we have had 20 members the entire time.  This gives me a score of 700.  If the best player has a score of 1000 then my Acumen score will be 70

Prestige
- This is the average value for the 3 seperate scores above
- Example:  Using the example values above, my Prestige would be 40


It would be nice if there could be 2 tables for this.  The first being a current Prestige table showing peoples scores from the last 4 weeks.  meanwhile the 2nd could be a historical Prestige table using people's highest ever scores for each criteria.

There is no real benefit from this suggestion, but it might add a bit of spice and competition to Strat as well as some more persoanl goals instead of simply having clan based ambitions.  Hopefully it might even improve activity a little.   

29
Strategus General Discussion / Start Suggestion - Extended Titles
« on: March 12, 2012, 03:12:25 pm »
How about making it so that fief owners can appoint extra people within their faction to positions of power over their fiefs.  These extra people would be able to manage the fief, would get pink text but would not be able to transfer ownership (if that is ever fixed).  Other benefits can be thought of and added later.

Suggested titles

Village = Elder
Castle = Marshall
Town = Mayor

So every Village would have a Lord AND an Elder

PROs
- More pink text
- Lords can get help with managing fiefs

CONs
- none (except the work to actually do it)

30
Currently, inactive and active players both make upto 168 goods per week.  Instead we would like to propose that goods get crafted according to cRPG ticks - with a maximum number of goods crafted per week.

To help gauge peoples view on this we have added a poll with the following question:

YES or NO - should Strat goods production be cRPG activity based?


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