It might be fun to have strategus battles (not sieges) work like the crpg battles, having the two armies clash in several rounds instead of the respawning death match type we got atm.
although fighting over strategic key locations will not be focused that much anymore, it might help get an organized real battle feeling to it.
just remember how the multi clan tournaments were and how epic it would be, if strategus battles could become like this.
enjoy.
The music kinda ruins the vid :( But yeah, I`m personally not with this suggestion, strat battles are nice as they are, degrading them to normal battles is just... mhe :/
put up the long version with other music just for you :*
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damn i voted no, but i meant yes.
altough for sieges this seems quiet stupid to me, look at how hard it is to get up a ladder before it gets destroyed, if you do this round per round the ladders will never get up.
for battle this could be epic, more teamplay etc.
but what if you want to build stuff?
... to have strategus battles (not sieges) work like the crpg battles...[/youtube]
No, battles would have less strategic play this way. Now you have to capture key-points like hills to have an advantage, build forward spawns, and if yo uwant to do crazy you can build a siege tower for your archers. At the same time you also have to keep your formations so that your spawn will not be taken. (prep fase each round for defenders will make everyone rage about boring battles)
If you make it like normal battles you simply have to fight and kill. No one would care about spawn defending, so most strategy would be taken out of strat battles.
Which is in my point a pretty important aspect in strategus.
No, battles would have less strategic play this way. Now you have to capture key-points like hills to have an advantage, build forward spawns, and if yo uwant to do crazy you can build a siege tower for your archers. At the same time you also have to keep your formations so that your spawn will not be taken. (prep fase each round for defenders will make everyone rage about boring battles)In the current Strategus strategy as the depth of a puddle, compared to what battle would have if everyone was on teamspeak. Really? Building forward spawns, camping hills and building siege towers for archers is what you see as deep strategy?
If you make it like normal battles you simply have to fight and kill. No one would care about spawn defending, so most strategy would be taken out of strat battles.
Which is in my point a pretty important aspect in strategus.
I really see your point Teeth, and I really agree with your statements, but the problem is that you will gather 100 players on a server to play for, probably, 3 to 5 minutes then, after waiting 3 to 5 minutes until the battle starts.That is just one problem. One might ask though if 1-2 hour battles are really all that more desirable compared to 3-10 minutes.
Sounds too much like premature ejaculation to me.
But maybe we can come up with a solution for that.
much higher amount of tickets on the commanders head. So protecting (and killing) him becomes an important part of the battle. (20% of tickets? More?)
I actually like Zlisch's idea (I am surprised myself).I'm wondering if you misunderstood me (I realize I worded a part of it quite poorly), or just proposed something vastly different... but no mater, your idea is quite good but I do see a few glaring holes in it.
Every time you die in strat, you have a random chance to either be knocked out (=respawn) or be killed (=gone for the battle). The random chance is defined by the size of your army (so a big army has a higher chance of respawning). The chance increases every time you get knocked out.
Eg battle 1000 vs 1000.
1. Death: 95% KO Chance
2. Death -90% KO Chance -5%
3. Death -85% KO Chance -5%
4. Death -80% KO Chance -5%
5. Death -75% KO Chance -5%
6. Death -70% KO Chance -5%
7. Death -65% KO Chance -5%
etc
This means that getting killed means something, every single time, because there is always a chance you'll end up dead.
At the same time, remove the increasing respawn timer per death and make respawns take a tad longer for the KOd (30 seconds). Also, spawn in waves when 40% or so of your group are KOd.
I don't play battle because:Exactly what makes battle great. Good players survive, pick their fights, take calculated risks because if they die they have to wait. It adds a huge layer of skill. If you are a good player, you usually don't spend that much time waiting. I presume you play siege then, but with either the 30 second respawn timer or otherwise having to walk to the castle again with each death, I think I would not spend that much less time waiting in siege as in battle. This fear of death is exactly why strategy and tactics will play a bigger role, because now who cares if some people die, they will be back in a second. Current strategus is just deathmatch and your hulk smash mentality might appreciate that, but I know a lot of people would like something deeper.
-You sit and wait for minutes after death (I play the game to play, not sit eat cheetos and watch)
-It slows down the engagements between players because of fear of death (boring to play when the first 3 minutes of the battle is manuevering)
It would buff archery inadvertainly because archers have a higher survivabilty in strategus. So, everyone and their mother will be an archer.Wrong, archers have higher survivability in current strategus because of the respawns. The melee line always respawns to protect them, while they are comfortably behind it. If respawns are taken away, the melee line might get its ass beat and archers will be vulnerable and die. Just like in regular battle. Or because taking out ranged means dealing a heavy blow to the enemy, some mass cav attacks or clever tactical moves might be aimed especially at the ranged to wipe them out.
Not sure how this would work with current flag system and siege equipment !When thinking of a different strategus battle system, or new ideas in general, it is important to forget everything you know and think about it from the ground up. Otherwise you will never get a good new approach cause you are bogged down with current mechanics that might not transfer over well.
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you seem to neither have understood my proposal nor ever attended an organized battle.
I just think you have bad ideas and the proposed implementations would completely kill an already dwindling game. Nothing personal :D
The fun part of Strat battles is territory control, maneuver, getting ranged in a good spot, using cav to disrupt enemy maneuver or ranged, coordinating two flanks of an army to pincer, cav cutting down routed players after a failed charge. None of this shit exists in Battle mode because it is just blobs of heavy armor/strength builds clashing and people instantly dying, along with kiting ranged and cav being solo heroes that can avoid most danger.rofl
rofl