WORDS
I have better idea... stop crying. U had a big enough faction to resist Druzhina - LLJK and Fallen, but then most of the idiots started to think that they will be a better faction leaders, that people will follow them. And what we see you got punished badly for you absent mind, for your stupidity. You all should apologize infront of CHAOS because they fought like men, for them words "Honor" and "Duty" are not just a sound in the air like for most of you. CHAOS tried to unite americans tried to tell 'em that the power is in unity, but you were dumb enough to think that you'll be good on your own.Wow completely wrong place for this kind of behavior...
Что посеешь то и пожнешь.
Its about make a fair play. You were ecnouraged to write this post by getting your ass kicked. From this point you see that Druzhina are good guys who help developing strategus.
I think it would be easier to code and better to find a way to get the vast majority of people that don't actually play Strat off the map.
Here's what I suggest
Allow people to be able to either build a "Workshop" or a "Smithy" in whatever fief they are in.
Basic Details
- Building either will remove your char from the Strat Map
- They cost nothing to build but you will lose any troops you have and your equipment will be cashed in for gold
- Any gold you have will be automatically transferred to your cRPG char at 10 times the amount
- Any gold you make from your Workshop/Smithy goes straight to your cRPG char at 10 times the amount
- Fief efficiencies will still exist but instead they will determine what % of the gold goes to the cRPG char. 70% efficiency means you only get 70% of the gold
- You can demolish your Smithie/Workshop whenever you want but will reappear on the map with nothing.
Workshop Details
- Building a workshop makes you a goods crafter and you craft 1 good per hour as normal
- Any goods you craft go onto your fief's marketplace at the fief's goods price where they can be bought by anybody
- The older goods will be sold first
- The money from the goods will go straight to the workshop owner's cRPG char
- Goods crafting will no longer get a 50% discount
- This represents between 1440 and 6240 cRPG gold per day so long as the goods are bought
- Prosperity in fiefs will be linked to the number of goods sold in that fief. More goods sold = higher prices
- To prevent people buying up all the goods in a fief, the current soft cap on carrying goods will be turned into a hard cap. So 50 troops can carry 150 goods max. 50 troops with horses can carry 300 goods max.
Smithy Details
- Building a Smithie turns you into an equipment crafter
- Any items on a Fief's buy menu that can be crafted by Smith in that fief will be replaced and so will be available for anybody to buy at the Smith's crafting price
- For example, I can craft Studded Leather Coats for 24 gold. If I build a Smith in a fief then the base price for Studded Leather Coats (72.42 gold) will be visibly crossed out on the fief's buy menu and will be replaced by my price of 24 gold.
- If 2 Smiths can craft the same item, the highest skilled char will be used
- This can represent a lot of cRPG gold as a windfall, but the liklihood is that it will not be a consistent income
- I strongly suggest replacing the current ATHW system with a time based decay to go with this idea to ensure that new people get chance to set up as Smiths once the older people's skills have decayed. A 10% decay per week should do.
Overall impact
- Goods and equipment crafting becomes a global affair instead of being clan based. This levels the playing field and helps smaller clans compete.
- People are encouraged to becomes goods or equipment crafters due to the cRPG financial gains but to make the best profits you will need to be clever and set up in the right places
- The goods and equipment crafters will still be able to help their clans though on rosters and can set up in fiefs that help their clans out the most.
- The people left on Strat are the ones who really want to play it as a proper game but they will no longer provide a gauranteed economic boost to their clan without acticely trading or raiding.
- The removal of the 50% goods crafting discount adds a greater importance to buying goods in the right place instead of all the importance being on selling them in the right place. Buy high and you limit yourself to 125 gold profit, buy low and you do not have to travel as far to get that profit and if you do travel further you can make upto 145 gold pre good. Currently the figures are 137 and 147 gold profit which is very little difference.
Maybe as an idea for the battles side of things it would be cool to reduce the number of troops required for a battle in the case of KUTT us being a smaller clan only having about maybe 10 "active" members at any given time. You could have Faction on Faction fights but fewer people are needed for the battle. But to combat the sheer size of armies that sometimes could occur from such small match up you could increase the ticket cost for someone dying that that way you aren't tied up in a 4 hour strat battle with only 30 people playing. On top of that something to spice the battles up so it's not just a "line up, slugfest, back off and repeat" for 45 mins to an hour add some control points to the maps to give people something to fight over. Whether that be equipment or points of interest that take attrition on your ticket counts I.E. a fresh water supply or a tactical hill top. Of course this is slipping into the realm of heavy RPG influence and what I like about the game is the "nakedness" of it, just people slugging it out on a field of battle. But I would like to see the ability to utilize siege engines more often with less headaches involved (trust me I have seen a catapult being put together and operated it was painfully slow). Anything like that would make it something more to spice up a battle. Hell even a revised version of master of the field might make things more interesting. But just some ideas to throw out there.