Do you not think this is a bit much?
Some of these ideas sound awesome but really to expect even a small share of this seems overly optimistic. Think when the last strategus patch was and what we got compared to what this asks for.
Some really well thought out and explained ideas, I just think Almighty chadz and co. are either to lazy to/ not capable of implementing them. We shall see.
The problem is (haven't yet to read ALL of it) that the Dev team for Strategus and cRPG I don't think A) Has the motivation to do it and B) Has the skillset to do it either. Our biggest contribution lately was Rageball, and that came from someone outside the Development team.
In short, Dev Team couldn't handle it, at least from what I've seen.
Maybe it's time to expand the team?This indeed. I don't know how much Garem can code but he does have some damn good ideas.
Okay since no one else wants to nitpick, I guess I will have to.
There isn't enough opportunity for trading. Villages should constantly be consuming resources, not just lacking access to one or another.
Troops should retire, Wood/Stone/Iron consumed for upkeep of buildings, Food consumed for the population, the only way to get and maintain a city should be with the co-operation of several villages. Having a surplus will increase population, deficits for too long decrease.
Players shouldn't have to sit in a village and turn in their goods every day ( this is the most boring part of Strategus) the village should produce the goods and the players should be the means by which they move around and provide production or other bonuses to villages they are in in exchange for money.
As your village improves and attracts more people they should demand additional trade goods that get consumed (furniture, clothes, tools, different varieties of food, etc.) running out of these goods causes the population to stagnate and possibly start to decline.
Other trade goods could provide bonuses to production, farm plows, saws, looms, and etc.
These bonus-providing trade goods could be created by players who want to invest in a town by building some sort of shop, and require them to sit there if they wanted to produce their good. For more money they could develop a better shop to make Luxury Goods, which could then be carted around the map and earn gold based on the current distance = greater money system, and increase the prosperity of other towns with your Luxury and Exotic goods, villages wouldn't find much use and wouldn't be able to afford them.
The fief design stuff will very easily be exploitable to create unassailable positions. A set of pre-determined maps based upon size, terrain, and special enhancements would be best.
stuff
There isn't enough opportunity for trading. Villages should constantly be consuming resources, not just lacking access to one or another.
Troops should retire, Wood/Stone/Iron consumed for upkeep of buildings, Food consumed for the population, the only way to get and maintain a city should be with the co-operation of several villages. Having a surplus will increase population, deficits for too long decrease.
Players shouldn't have to sit in a village and turn in their goods every day ( this is the most boring part of Strategus) the village should produce the goods and the players should be the means by which they move around and provide production or other bonuses to villages they are in in exchange for money.
As your village improves and attracts more people they should demand additional trade goods that get consumed (furniture, clothes, tools, different varieties of food, etc.) running out of these goods causes the population to stagnate and possibly start to decline.
Other trade goods could provide bonuses to production, farm plows, saws, looms, and etc.
These bonus-providing trade goods could be created by players who want to invest in a town by building some sort of shop, and require them to sit there if they wanted to produce their good. For more money they could develop a better shop to make Luxury Goods, which could then be carted around the map and earn gold based on the current distance = greater money system, and increase the prosperity of other towns with your Luxury and Exotic goods, villages wouldn't find much use and wouldn't be able to afford them.
The fief design stuff will very easily be exploitable to create unassailable positions. A set of pre-determined maps based upon size, terrain, and special enhancements would be best.
3.a. Attachment to cRPG; Character Locking(click to show/hide)
3.c.2. Map Options(click to show/hide)
3.d. Losing Battles(click to show/hide)
4.a. Leadership and Members(click to show/hide)
4.b. Map Actions(click to show/hide)
5. Battle System(click to show/hide)
5. Battle System
5.b.1. Attacking the Wall
A(click to show/hide)
5.b.2. Waiting it Out(click to show/hide)
5.b.3. Sallying Forth(click to show/hide)
6. Fief Design[/b](click to show/hide)
@ Everyone(click to show/hide)
I dont want to be forced to play cRPG in order to make an army in strategus.
I love strategus because i love those kinda web-browser games like Travian , Stronghold Kingdoms etc...
Your suggestion sounds like i have to play Stronghold Crusader Campaign to get resources onto my village in Stronghold Kingdoms and it seriously annoys me.
If i want to play cRPG , i play cRPG .
If i want to play Strategus , i play strategus.
I love both cRPG and Strategus seperatly i don't want a system like "Play x to benefit in y"
If i want to benefit on y , i should play y instead of x.
I dont want to be forced to play cRPG in order to make an army in strategus.
I love strategus because i love those kinda web-browser games like Travian , Stronghold Kingdoms etc...
Your suggestion sounds like i have to play Stronghold Crusader Campaign to get resources onto my village in Stronghold Kingdoms and it seriously annoys me.
If i want to play cRPG , i play cRPG .
If i want to play Strategus , i play strategus.
I love both cRPG and Strategus seperatly i don't want a system like "Play x to benefit in y"
If i want to benefit on y , i should play y instead of x.
I dont want to be forced to play cRPG in order to make an army in strategus.
I love strategus because i love those kinda web-browser games like Travian , Stronghold Kingdoms etc...
Your suggestion sounds like i have to play Stronghold Crusader Campaign to get resources onto my village in Stronghold Kingdoms and it seriously annoys me.
If i want to play cRPG , i play cRPG .
If i want to play Strategus , i play strategus.
I love both cRPG and Strategus seperatly i don't want a system like "Play x to benefit in y"
If i want to benefit on y , i should play y instead of x.
You already have to level your cRPG char to gain experience so your char can fight effectively in Strat Battles
You already have to play cRPG to gain crafting skills
Right now Strat and cRPG are already linked so I see no reason for not linking resource crafting to cRPG as well.
However, if the devs decided to seperate cRPG chars from Strat and give everybody a seperate Strat char that levels and produces resources according to their actions and activity within Strat then that would work too.
Saying there is already a link so it does not matter to anyone if you make a connection bigger is false.
95% of strategus players do play crpg regulary."Playing cRPG regularly" and "Being forced to play cRPG to grind in strategus" are two completely different things.
I dont think those 5% only playing strat justify to not do easy changes to get rid of bots, multi accs etc.
I totally see your point and agree in a lot of way, BUT I think that a bonus would be a good thing. As in you play c-rpg and it boosts your trade goods crafting rate, and recruiting rate. It makes the drones less powerful, but it does have the potential to through the whole fucking thing out of whack and make it completely unpredictable. Which would be shit house.You already have a bonus , if you don't play cRPG , you cannot craft anything , if you dont level up in cRPG , you can't kill a shit in strategus...
You already have to level your cRPG char to gain experience so your char can fight effectively in Strat Battles
You already have to play cRPG to gain crafting skills
Right now Strat and cRPG are already linked so I see no reason for not linking resource crafting to cRPG as well.
However, if the devs decided to seperate cRPG chars from Strat and give everybody a seperate Strat char that levels and produces resources according to their actions and activity within Strat then that would work too.
I like the sallying forth option, however...keeping the reality in mind that both EU and NA have their prime times at completely uncooperative hours, I think the only and easiest way for that to be a reality would be to split the EU and NA communities into separate strategus maps. There's a 24 hour headsup for a defender to become aware of an attack, make it so a sally has lets say a 3 hour window. Obviously that wouldn't work with an NA clan versus an EU clan. EU clan could attack for 1 pm eastern time and NA could sally forth at 8 pm eastern for an 11 pm battle. very few of the EU members would be up that late. For a sally to be realistic within the whole community, the maps would need to be split.