cRPG

Strategus => Strategus General Discussion => Topic started by: Lt_Anders on October 15, 2011, 02:46:09 am

Title: Implement/Improve the raid feature
Post by: Lt_Anders on October 15, 2011, 02:46:09 am
Currently:
We have three options: Trade, Enter, Attack
To Raid, You have to Attack, go to Faction page, change to raid.
This works only on Villages.

I propose we add in a fourth option called RAID and remove it from under the ATTACK Subsection. By doing this, doing the "Attack" option makes the attack(battle or siege) a day time battle (with whatever weather effects). The Raid Option makes the attack a NIGHT attack(with No weather. Night + weather = suk). To make it worth while, make the Raid option apply to everything, much like attack does.(I.E. You can use it on all fiefs, and players)

Now To make raid different from just a night battle, give the raider 1 life per merc, defender has infinite. For example: A 30 man army attacks a 100 man army using raid. The 30 man army hires 25 people. Those 25 people each have 1 life and do not respawn. Thus, if it goes 1:1 then the after battle will be 5 vs 75.
Now To make raid even MORE interesting, the raider gets to SPAWN FIRST. The defender has No prep time and spawns getting attacked. This is to simulate the "Sudden nature" of the attack. Considering Equal gear, and the 1 life rule on raid, the raider SHOULD inflict just a few more casualties than 1:1.

That's cool for army vs army, or Army vs village, but waht about the other 2 fiefs?
It would act the same. But considering the fact that there is walls on towns/castles. Raiders would never be efficient.

Considering max merc limits, a raider will at max have 60 players on his side.

If the raider defeats the defender:
The raider gets 100% loot. Defender teleported.
If raider loses:
25-50% of gear used in raid is taken by defenders.

Thus, raids by full plate knights though deadly, might give the enemy more than just the loss of troops.

Raid's follow the same as battle limits. Only 1 per char per day.

What I Want: Make raid a new, intersting form of battle.

Improvements, clarifications?
Title: Re: Implement/Improve the raid feature
Post by: Digglez on October 15, 2011, 09:18:56 am
interesting ideas and I would definitely like a more complex system.

*I think the 1 life concept weights equipment too much on the raider side.
* raiders should get to choose time of day for attack, not making it nighttime by default
* I think wagons/boxes or something should be scattered around the battlefield representing unused defender gear/goods that raiders can attempt to steal and make off with.
Title: Re: Implement/Improve the raid feature
Post by: Varyag on October 15, 2011, 12:40:54 pm
Can we have a "feed your pet" feature please? PLEASE?
Title: Re: Implement/Improve the raid feature
Post by: Lt_Anders on October 15, 2011, 03:26:46 pm
Can we have a "feed your pet" feature please? PLEASE?


.......

interesting ideas and I would definitely like a more complex system.
Quote
*I think the 1 life concept weights equipment too much on the raider side.
* raiders should get to choose time of day for attack, not making it nighttime by default
* I think wagons/boxes or something should be scattered around the battlefield representing unused defender gear/goods that raiders can attempt to steal and make off with.

Only the raiders would get the one life.
I think the night time would be awesome, but choosing might be just as cool.
Do Like the third option.
Title: Re: Implement/Improve the raid feature
Post by: The_Angle on October 15, 2011, 03:34:27 pm
I really like the idea, its great for diversity. Adds just another aspect of strategy to the game.
Title: Re: Implement/Improve the raid feature
Post by: Moncho on October 15, 2011, 04:08:35 pm
I like the nighttime setting for raids, think about it: If you attack them during the day they will be around doing things, whereas night represents sleeping time (except for a few centinels), so a raider should always try to do it during the night. It would be like an ambush, which is what a raid generally consists of. (Unless the raiders outnumber the defenders, but even in this case they would try the ambush as to minimise losses.
Title: Re: Implement/Improve the raid feature
Post by: Tomas on October 15, 2011, 04:09:35 pm
I like the 1 life per raider idea but how about the following change.

Locate 5-10 flags around the map for raiders to capture.  For every 30 seconds that they hold one of the flags the raiders get 1% of the defender or fiefs gold & equipment. 

With your idea of giving the raiders a head start the defenders will begin spread out and won't know exactly where the raiders are.  Meanwhile the raiders will have quickly captured 1 or 2 points and can start gaining gold & equipment.  After that it will be a case of seeing how long they can hold the points before they all their men die. 
Title: Re: Implement/Improve the raid feature
Post by: PhantomZero on October 15, 2011, 05:30:21 pm
I like the 1 life per raider idea but how about the following change.

Locate 5-10 flags around the map for raiders to capture.  For every 30 seconds that they hold one of the flags the raiders get 1% of the defender or fiefs gold & equipment. 

With your idea of giving the raiders a head start the defenders will begin spread out and won't know exactly where the raiders are.  Meanwhile the raiders will have quickly captured 1 or 2 points and can start gaining gold & equipment.  After that it will be a case of seeing how long they can hold the points before they all their men die.

Why would the defenders start away from the thing that they are supposed to be protecting?
Title: Re: Implement/Improve the raid feature
Post by: Tomas on October 15, 2011, 06:43:31 pm
Why would the defenders start away from the thing that they are supposed to be protecting?

They won't start away from what they are protecting they will just start spread out around all the different flags.  This means the attackers will have a minute in which to organise and concentrate on capturing 1 or 2 flags.  The defenders will then spawn and those unlucky enough to spawn at the flag that has been captured will get raped but everybody else will have time to group up and fight off the raiders.

The longer the raiders can survive the more they steal
Title: Re: Implement/Improve the raid feature
Post by: Lt_Anders on October 16, 2011, 01:51:33 am
They won't start away from what they are protecting they will just start spread out around all the different flags.  This means the attackers will have a minute in which to organise and concentrate on capturing 1 or 2 flags.  The defenders will then spawn and those unlucky enough to spawn at the flag that has been captured will get raped but everybody else will have time to group up and fight off the raiders.

The longer the raiders can survive the more they steal

Hm. that sounds nice. A better way than my method of  loot distribution.