something that long can not be bad.
Signed i can only approved!
we obviously won't do it, - I'd like to see it realised eventually.
Very nice - we obviously won't do it, as it's an entirely separate game :), but the thought behind it is very good - I'd like to see it realised eventually.
Maybe it's time for a mod inside a mod action? :mrgreen:(click to show/hide)
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Start coding
Very nice - we obviously won't do it, as it's an entirely separate game :), but the thought behind it is very good - I'd like to see it realised eventually.
this sounds more like a guild game than an army vs army game, which is what people mostly play this for. I love the idea of strat being scaled down a bit like this, but maybe it was a bit much? I just feel that this game world should have a grander scale than what you are providing atm. however i doing feel like this is a vast improvement compared to what e have now
Interesting ideas, seems more in line with what they're going for with epic.
I didn't mean that strat should be developed by community. Strat is what it is.
This is totally different game as chadz said. Should be a totally separate part of crpg and see where it goes and if people get into it.
I am sorry but I do not understand why you should be less worth as a player if you are in a big clan or coalition?
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I.....don't like it. At least parts of it. Queue the -1's, but I won't lie :/ Please read my objections.
I mean, it looks good on papper, but it has way too many "best case scenario" mechanics. Maximum guild size is a prime example. What stops the same faction making 10 allied factions to fit all their members in? Also "neutral mayor"? Really? :P If I have ever seen a thing that will devolve into a numbers game, it is this. It isn't even a question of skill, as pressing a button requires none.
Also, "frequent and small battles" is seemingly nice, but what if your rich merchant was attacked by XxXassassinXxX at 4 in the morning? I presume there will be a smaller wait seeing that huge, concetrated, battles will be removed. Having to wait 24 hours for a 3 minute battle seems kind of silly, there is a reason nobody signs up for 100 vs 100 battles. And let's say that the timer is put way down, to 6 hours, what stops me from abusing the night time system to get the battle 12 hours latter so my buddies can come after whomever attacked me?
Also, I don't see how this will be effectively done. If there is no ownership any more then people won't have objectives. You might think "become rich/powerful/prestigious/whatever" but that is not a realistic goal. Out of how many thousands who play c-rpg, maybe 10 will be the top. Right now we have 100's of fiefs, so at least every 20 or so players are able to reach some sort of recognition, through being a good trader or simple owning a fief.
However, I kind of like the economic and strategus leveling up aspect, HOWEVER
That is against the newbies. Let's say that somebody is level 1551515125something. He can make the best weapons and craft the best armors and his goods are worth 1515151252155 gold. With the same effort he would be able to get many times over the gold a newbie can have.
I DID make a suggestion for a semi-leveling up system a while pact using the prestige. Please give it a read.
http://forum.meleegaming.com/strategus-general-discussion/uses-of-renown-(suggestion)/msg647303/#msg647303
The essense of it is that valor becomes a resource that can either be accumulated giving you passive benefits or it can be spend giving you more drastic, but temporary, benefits. That way there will a check that keeps old players from just skyrocketing in power over new ones. Maybe something like that can be given to this system too.
I tried to lobby to TW to add a module system function that would allow me to send a player to another server. I begged em over and over again, actually. It was always declined, for whatever reason. (I guess they didn't like the idea of a fan-made mmorpg, which could indicate that they are working on a MMO game themselves)
You should know by now that nobody is going to read all this w/o a TL;DR-version... I certainly didn't... 8-)(click to show/hide)
I read the first one. I didn't read the Joker one. Can you tell why?
Indeed, so that can't be the reason :)
- Economis limitations on faction: economy is faction based, not player based. This means that a FACTION is always generating ressources, not particular players. This means that clans with more players don't necessarily have an advantage over faction of small clans or even single players. Economy is mainly generated by owning fiefs. Still having more players is benefitial, on one hand because of better micromanagment, on the other hand because certain players can have secondary skills which help improving the economy or winning battles.
This is already basically how it works because fiefs generate a certain amount of "S&D" per day which is the number of goods you can buy or sell in the fief with no influence from players other than how they choose to upgrade the fief.
- players should be able to create bandit or mercenary factions as well.
They already exist.
- The map having influence on the war. I don't know how far this is already implemented, but there should be good and bad terrain, improving your movement speed or reducing it. Same goes with visibility.
Terrain already influences movement speed and how far you can see.
- Of course some economic improvements can be made on fiefs as well. I don't know how this is implemented already, but I can think of basically everything: mines, wells, merchant/craft guild houses, toll posts, churches, schools, theater hosues, grain elevators (increases time before starvation kicks in in sieges), apothecaries, etc., the amount of possibilites is almost unlimited. Castles can also have different training grounds, tournament places and other stuff which allows you to recruit the different bot types and increase the generating of the common player ticket troops. And all fiefs can have garrison quarters, which can basically be extended unlimitedly, but for exponentially increasing costs.
Fiefs have improvement points you can spend on increasing economics or discounting and upgrading all types of gear, castles and towns get more points per day so tend to have armor/weapons discounted and villages started with a lot of points but only earn 1 per day so tend to be economically focused.
Thanks for your answer. That's actually some good news, but still I guess there is no "random playing" in strat for single players who are not willing to organize with as many other players as possible?
If this was the case cRPG would be alive and kicking now, and we would have reached a balanced and fun version long time ago. :P