cRPG

Strategus => Strategus General Discussion => Topic started by: Artyem on July 24, 2013, 09:32:31 am

Title: Strategus Reset?
Post by: Artyem on July 24, 2013, 09:32:31 am
Now, I'm balls deep in a war and by no means is Strategus getting boring, but hasn't this round run it's course yet?  A reset would allow the changing of scenes on broken 'maps'.  We're entering (and kinda already in) the phase of Strategus where everyone uses nothing but full plate, gold is too easy to get, and some fiefs are just fucking stockpiles of troops.

I for one, would not be bothered by the end of this round of Strategus, and warmly welcome Strategus round 5.

EDIT:

I would also love to see more things to do, I mean, currently you can trade, recruit troops, and attack shit.  I'm sure I can think of a good list of things that would be neat, but as it is the only way to really have fun on the map is to be in a decently large faction. I currently lead a faction of 10 - 11 on strategus, and of those about 9 are active.  Of those nine, seven can be trusted with relatively important tasks.  Of those seven, about four can actually be used while we still recruit troops at a very sluggish pace.

I dunno, I also wish the NA side of the map had a few more fiefs, really make it a struggle to hold a shit ton of land.  Otherwise, the devs are doing a great job and I've never enjoyed Strategus as much as I have this round.
Title: Re: Strategus Reset?
Post by: Haboe on July 24, 2013, 10:09:54 am
Well, eu just started getting fun in terms of war, but a reset in lets say... a month or 2 wouldn't be bad ^^

But a reset only has use if there are some changes to game mechanics ofc, don't want another full strat like this, tincans tincans tincans, turtle turtle turtle in the fiefs.
Title: Re: Strategus Reset?
Post by: Strudog on July 24, 2013, 10:57:52 am
+1 to a strat reset, but not until we have our revenge  :wink:

And when they fix gold silver in strat
Title: Re: Strategus Reset?
Post by: Vovka on July 24, 2013, 12:03:13 pm
reset in desember 2013 will be guuuud  :P
Title: Re: Strategus Reset?
Post by: Corsair831 on July 24, 2013, 01:18:03 pm
things are literally just getting heated in EU strat, western block has been firmly handing eastern block it's ass for the past month or so, and backs are firmly against walls ... interesting times, see what the outcome will be first before reset i say! :)

on the money thing, i definitely agree with you there's far too much money floating around; far far too much, but i don't know if full plate armies are necessarily that effective; from my experience of fighting with the greys, shu han and druzinha, i've noticed that they seem to do better when they have ~~ 10-20% full plate and the rest in medium / medium heavy armours (kuyak, eastern lamellar, whatever DRZ use i forgot :3), so meh, i don't know about the full plate thing

also, +1 for a strat reset december 2013, seems like a good time for it if they're planning on doing it at all ! (only if chadz plans on reducing the money in strategus, otherwise just leave this strat up)
Title: Re: Strategus Reset?
Post by: Butan on July 25, 2013, 01:32:09 pm
If the devs have no gameplay change to propose, this can go on and on for months without anything changing for bad or good.
Title: Re: Strategus Reset?
Post by: Erasmas on July 25, 2013, 01:34:05 pm
I agree. No point in wiping strat for the wipe sake. So probably we will play this Strat round until new game is issued, or until devs decide to change something dramatically.
Title: Re: Strategus Reset?
Post by: Strudog on July 25, 2013, 01:35:31 pm
I agree. No point in wiping strat for the wipe sake. So probably we will play this Strat round until new game is issued, or until devs decide to change something dramatically.

Prepared to be attacked in 3 years time  :twisted:
Title: Re: Strategus Reset?
Post by: Haboe on July 25, 2013, 02:10:57 pm
Well, resetting strat every 3 months and give points for fiefs held might be fun  :P
The quick from peasant to tincan circle 4 times a year  :mrgreen:
Title: Re: Strategus Reset?
Post by: Erasmas on July 25, 2013, 02:23:12 pm
Prepared to be attacked in 3 years time  :twisted:

Are you? Good.

In more serious tone: I really wouldn't wish the new game to be developed for three years...


Title: Re: Strategus Reset?
Post by: Rebelyell on July 25, 2013, 02:42:11 pm
reset pliz
Title: Re: Strategus Reset?
Post by: KaMiKaZe_JoE on July 25, 2013, 06:53:01 pm
Like others have said: not unless there are some major changes.

Strat's doing great right now, imo. Not perfect, but pretty good. There's too much gold, and lots of stockpiled troops, and more plate than I'd like, and honestly, playing around on the Strat map isn't fun--more like busy-work; but otherwise it's been an entertaining round and I look forward to a few more months of this.
Title: Re: Strategus Reset?
Post by: Relit on July 25, 2013, 07:14:40 pm
There is a lot of gold just sitting around waiting to be used, a reset and maybe some economy changes while we are at it would be nice. Maybe in a couple of months it would be appropriate, depends on how much action is happening in EU/NA.
Title: Re: Strategus Reset?
Post by: Artyem on October 30, 2013, 01:54:10 am
Bump!  too many bugs
Title: Re: Strategus Reset?
Post by: Matey on October 30, 2013, 02:26:02 am
strat rounds just need to be a fixed length of time in general with various goals and some reward for winning said goal or something... having rounds where we dont know when they will end... people get too cautious and eventually the economy which was decent earlier just gets out of control. id like to see something like 4 months rounds with a month break or something. the more often it resets the easier it is for people to get back into it and try it again with a level playing field.
Title: Re: Strategus Reset?
Post by: Jack1 on October 30, 2013, 02:34:31 am
IMO. The part in the old strat were you make your own gear that you use in battle/siege should be re implemented. Would increase server populations and lower traiders
Title: Re: Strategus Reset?
Post by: Artyem on October 30, 2013, 04:42:11 am
Come on, devs, take some time to collect your patches and your updates, apply them, and then give us a new round of Strategus.  Don't keep us waiting with anticipation!
Title: Re: Strategus Reset?
Post by: Life on October 30, 2013, 04:51:05 am
do you not follow chadz? https://twitter.com/chadzius
Title: Re: Strategus Reset?
Post by: CrazyCracka420 on October 30, 2013, 02:02:15 pm
If the devs have no gameplay change to propose, this can go on and on for months without anything changing for bad or good.

I think a big change they can make is implement "food stores" ( http://forum.melee.org/strategus-general-discussion/suggestion-create-%27food-stores%27-that-control-how-large-a-garrison-can-be/ ) .  The amount of food in a fief is what determines how many troops/population a fief can have.  You can transfer food from one fief to another (so villages can make castles/cities into larger garrisons).

The reason for this suggestion is so that you can effectively besiege fiefs now instead of having to physically assault them.  You'd be able to starve out garrisons and force them to sally out of the castle and fight you on the open field (or try to run the blockade with much needed food). 
Title: Re: Strategus Reset?
Post by: Matze on October 30, 2013, 04:26:12 pm
I think a big change they can make is implement "food stores" ( http://forum.melee.org/strategus-general-discussion/suggestion-create-%27food-stores%27-that-control-how-large-a-garrison-can-be/ ) .  The amount of food in a fief is what determines how many troops/population a fief can have.  You can transfer food from one fief to another (so villages can make castles/cities into larger garrisons).

The reason for this suggestion is so that you can effectively besiege fiefs now instead of having to physically assault them.  You'd be able to starve out garrisons and force them to sally out of the castle and fight you on the open field (or try to run the blockade with much needed food). 


I think the idea with the food is a good idea why they dont change it? or how you think a army can overlive without food?
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on October 31, 2013, 02:23:17 am
It always gets said, so here it as again!

Only reboot it when there is new stuff to test so on and so forth.
Title: Re: Strategus Reset?
Post by: Butan on October 31, 2013, 02:27:03 am
Its not useful to ask for a reset since they officially declared there will be test/updates/stuff WHILE the strat 4 round is ongoing.
Title: Re: Strategus Reset?
Post by: Artyem on November 03, 2013, 04:56:31 am
rip in peace strat 4
Title: Re: Strategus Reset?
Post by: KaMiKaZe_JoE on November 03, 2013, 05:08:24 am
R.I.P. IN PEESE
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 03, 2013, 12:49:39 pm
insert penis.
Title: Re: Strategus Reset?
Post by: Tomas on November 03, 2013, 12:54:00 pm
Implement the following as a minimum, then reset

1) 1/3 rule fix (due next week)
2) Change the fief voting system (not sure how but needs to be far easier to manage and with an even more random result to force clans away from the same old claims)
3) Allow Fief owners to manage their fiefs from anywhere (frees up more players to actually do stuff)
4) Increase the level of the free gear and give it to both attackers and defenders.  No battle should ever be without equipment.
5) Allow destroying of equipment (not goods) on the spot for both armies and fiefs and even during reinforcement periods before battles.
6) Troop cap based on active faction members.  Each player contributes 10 troops per current strat ticks to their faction up to a max of 1000 troops.  So 10 ticks would add 100 tickets to your faction's cap.  100 ticks would add 1000 tickets and 1000 ticks would also add 1000 tickets.  Free troops will not count towards the faction cap.
7) Create some kind of score board

Overall the above should
- allow fief owners to move around freely meaning more players capable of leading armies
- reduce the overall number of tickets
- encourage factions to use their tickets once they hit their cap because if they don't they are wasting ticks
- reduce the number of battles with broken/mixed/too much gear
- ensure all battles have gear
- make the start of strat more interesting
- allow strat to be reset after a fixed time with the winner declared via the scoreboard

I did have 13 items on the list but removed everything that I thought wasn't absolutely necessary to make a reset worthwhile imo.
Title: Re: Strategus Reset?
Post by: Vermilion on November 03, 2013, 01:50:43 pm
Implement the following as a minimum, then reset

1) 1/3 rule fix (due next week)
Yes
2) Change the fief voting system (not sure how but needs to be far easier to manage and with an even more random result to force clans away from the same old claims)
Yes
3) Allow Fief owners to manage their fiefs from anywhere (frees up more players to actually do stuff)
No. Faction leaders should be able to manage fief inventories but they or the owner has to be inside the fief to do so. Being about to control the fief from anywhere means one person can own half the map with no consequences.
4) Increase the level of the free gear and give it to both attackers and defenders.  No battle should ever be without equipment.
No, attackers have the choice to attack. They should not be stupid enough to attack without gear.
5) Allow destroying of equipment (not goods) on the spot for both armies and fiefs and even during reinforcement periods before battles.
Yes
6) Troop cap based on active faction members.  Each player contributes 10 troops per current strat ticks to their faction up to a max of 1000 troops.  So 10 ticks would add 100 tickets to your faction's cap.  100 ticks would add 1000 tickets and 1000 ticks would also add 1000 tickets.  Free troops will not count towards the faction cap.
No. This will just force small factions to become alliances. Instead increase the upkeep of over 1800 troops drastically (both in fiefs and in armies).
7) Create some kind of score board
YES, though I have no idea how this could be done to give an accurate representation of a factions "score". But any scoreboard will be better than non (hopefully)

Title: Re: Strategus Reset?
Post by: Zlisch_The_Butcher on November 03, 2013, 02:01:01 pm
Implement the following as a minimum, then reset

1) 1/3 rule fix (due next week)
2) Change the fief voting system (not sure how but needs to be far easier to manage and with an even more random result to force clans away from the same old claims)
3) Allow Fief owners to manage their fiefs from anywhere (frees up more players to actually do stuff)
4) Increase the level of the free gear and give it to both attackers and defenders.  No battle should ever be without equipment.
5) Allow destroying of equipment (not goods) on the spot for both armies and fiefs and even during reinforcement periods before battles.
6) Troop cap based on active faction members.  Each player contributes 10 troops per current strat ticks to their faction up to a max of 1000 troops.  So 10 ticks would add 100 tickets to your faction's cap.  100 ticks would add 1000 tickets and 1000 ticks would also add 1000 tickets.  Free troops will not count towards the faction cap.
7) Create some kind of score board

Overall the above should
- allow fief owners to move around freely meaning more players capable of leading armies
- reduce the overall number of tickets
- encourage factions to use their tickets once they hit their cap because if they don't they are wasting ticks
- reduce the number of battles with broken/mixed/too much gear
- ensure all battles have gear
- make the start of strat more interesting
- allow strat to be reset after a fixed time with the winner declared via the scoreboard

I did have 13 items on the list but removed everything that I thought wasn't absolutely necessary to make a reset worthwhile imo.
Fief giveaways should be 100% random (to hopefully piss off people, fuck with claims, and break blocs and such trends). Free gear should stay as it is. Your troop cap idea is retarded and fucks over every faction that doesn't have 100+ members. And you're forgetting the two most important changes to make strat less shitty; keeping gear low end by making trading less insanely profitable, and adding a food system to give villages value, and force you to attack something if you already got as many troops as your current land can hold, along with this troop recruitment should imo be speeded up to two troops per hour. Should ensure for more battles, with lower quality gear (plate is fucking boring besides the insane xp), real starvation based sieging, villages not being abandoned when invaded, and slower expansion yet no cold wars.
Title: Re: Strategus Reset?
Post by: Tomas on November 03, 2013, 02:08:24 pm
For #3 - Your suggestion achieves the same aim so fine by me.

For #6. Small factions are already forced into alliances to fill their rosters.  This won't change that.  Increasing upkeep won't make a difference either though.  In fact that will hurt small factions more as a larger faction has more fiefs/players to spread troops around, whilst a small faction only has limited places to keep their troops.  Finally silver to a large faction is easy to find whilst for a small faction it is more difficult making your suggestion even worse for small factions.  You could double troop upkeep and the Coalition would still be rolling in cash.
Title: Re: Strategus Reset?
Post by: Tomas on November 03, 2013, 02:19:57 pm
Fief giveaways should be 100% random (to hopefully piss off people, fuck with claims, and break blocs and such trends). Free gear should stay as it is. Your troop cap idea is retarded and fucks over every faction that doesn't have 100+ members. And you're forgetting the two most important changes to make strat less shitty; keeping gear low end by making trading less insanely profitable, and adding a food system to give villages value, and force you to attack something if you already got as many troops as your current land can hold, along with this troop recruitment should imo be speeded up to two troops per hour. Should ensure for more battles, with lower quality gear (plate is fucking boring besides the insane xp), real starvation based sieging, villages not being abandoned when invaded, and slower expansion yet no cold wars.

Think of the troop cap as an automated food system.  Every active player (those with ticks) generates enough food to support X troops.  This way just takes the tedious man management out of it.  making villages important is nice but that also means we reduce the number of easier targets for newer/smaller clans.  I want villages to be attacked regularly and not defended to the hilt, but to make these attacks more worthwhile and fun I want to increase free gear so that it is always worth putting out a roster and fighting.  Adding free gear to attackers also means people can start attacking as soon as they have troops without having to trade as well 

A proper besieging system would be nice to go with it however I believe it would take too much time to code/balance and therefore instead I opted for a hard troop cap instead.  If done right the score board will drive clans to make attacks along with the fact that they will be wasting ticks if they are at the troop cap and don't attack anybody.

As for Plate - the idea is that by adding a scoreboard you can reset strat every X months with a declared winner meaning it can be timed to end before we get to full plate armies.

Not sure on Fief giveaways being 100% random as there are something like 4000-5000 players spawned on Strat but only 500 of them would ever want a fief.  Possibly it should be random to those who have more than the average renown this strat, but there was a renown bug a while back that means that won't work.
Title: Re: Strategus Reset?
Post by: Vovka on November 03, 2013, 02:21:18 pm
Fief giveaways should be 100% random (to hopefully piss off people, fuck with claims, and break blocs and such trends).
Yeah sure if i not get my fiefs i will be piss off... i will attack greys and hre will be my best frieds... bull shit
u cant breake blocks with voiting sysem, cos every one know who stay behind names
Title: Re: Strategus Reset?
Post by: Osiris on November 03, 2013, 02:28:47 pm
i don't want a fief voting system! my one vote wont get me any fiefs :(
Title: Re: Strategus Reset?
Post by: Lt_Anders on November 03, 2013, 02:34:02 pm
If you want to lower gold Income, make it a semi-medival income. Goods price would only be 1-10(max). In fact 1-7 silver would be the optimal.
Title: Re: Strategus Reset?
Post by: Butan on November 03, 2013, 02:41:06 pm
Building your fiefs > Neutral fiefs > Voting fiefs


Make it yourself > Conquer it yourself > Elect yourself
Title: Re: Strategus Reset?
Post by: Keshian on November 03, 2013, 03:12:40 pm
Get rid of fief voting system for castles and cities.  Was a lot more dynamic and fun to have a lot of neutral cities and castles difficult to take that you build up to and people freely use trading and can safely be isnide.
Title: Re: Strategus Reset?
Post by: Casimir on November 03, 2013, 03:27:36 pm
If your not voting for castles and towns dont make their garrisons ridiculous. Took so long for them to fall before it was pointless half of them being on the map.
Title: Re: Strategus Reset?
Post by: Vermilion on November 03, 2013, 03:48:07 pm
For #6. Small factions are already forced into alliances to fill their rosters.  This won't change that.  Increasing upkeep won't make a difference either though.  In fact that will hurt small factions more as a larger faction has more fiefs/players to spread troops around, whilst a small faction only has limited places to keep their troops.  Finally silver to a large faction is easy to find whilst for a small faction it is more difficult making your suggestion even worse for small factions.  You could double troop upkeep and the Coalition would still be rolling in cash.

I mean alliance like coalition where two clans have joined into the same faction. Currently smaller factions befriend larger factions for roster support and to not get wiped, but there is no guarantees in this and they remain separate factions which can switch sides at any time.

As for the Silver, that's why I said DRASTICALLY over 1800, this means even small clans will still be able to have multiple 1800 man armies at the same price they do now. Whilst those stacking troops in one location will have huge upkeep (I know Coalition etc have endless money now, but we are talking about changes for the next strat. So it won't have much effect now where everyone has 1000's of troops all shiny armed but will hopefully cause people to spread their troops next strat, giving more places to attack.)


I don't like your ticks = troop cap idea because I am frequently running out of ticks. I mainly play strat battles and don't spend much time on 'normal' servers. So, when I run out of ticks I make more of an effort to join EU2 to earn some ticks. Even then it's never guaranteed that I will make any ticks. I don't see why I should loose troops because I don't have ticks yet have enough silver for upkeep.
What's the point of me making more ticks if they are going to run out and i'm going to loose all the troops I just made?

Again I feel this will just be something else which will push people in to forming larger mega clans/factions. HRE can come on EU2 in numbers and roll X5 all day and night. I (a solo player) get a multi every now and again will have my reward removed when I can't keep the multi. Might as well join HRE (or any other big clan that can roll the multi) get shit loads of ticks and exp whilst making HRE even more powerful on the strat map.
Title: Re: Strategus Reset?
Post by: Kalp on November 03, 2013, 05:25:15 pm
2) ChangeRemove the fief voting system (not sure how but needs to be far easier to manage and with an even more random result to force clans away from the same old claims)
Title: Re: Strategus Reset?
Post by: Matey on November 03, 2013, 06:11:35 pm
Here are a couple things I don't recall seeing much/any discussion about that i really want to see in strat 5...

1. Set time limit. Pick a number of months and thats it. If people know it'll only last so long they should be willing to take more risks and people will know they can take another crack at it later.
2. Tweak the economy a bit so that we see less plate crutching later in rounds. This might not be a big deal with fixed time limit on strat but one way to make this more likely would be either:
                 a: increase the upkeep cost on troops a lot so that maintaining large armies is less and less attractive... Use em or go broke.
                 b: have upkeep for gear so that more expensive gear costs more money.
     The downside to B is that people could just buy the gear right when they need it only. It would be interesting though if clans had to choose between maintaining small extremely well equipped armies or larger less armoured armies.

I also have one idea that would fix up the 1/3 rule as well as the item bug from repeat attacks...
What if you could have multiple garrisons in a fief? Example: you have CityA with 2000 troops in garrison 1 with their own gear and then 2000 troops in garrison 2 and 1271 troops in garrison 3. each garrison has its own gear and if the CityA is attacked the defending faction leaders would be able to choose which garrison will fight the battle. There could also be a maximum number of troops allowed in each garrison in order to solve the 1/3 rule for fiefs and there could be a maximum number of garrisons to discourage saving too many troops in the fief. The best part about this is that if the fief owner isnt able to manage the items after a siege then his faction could just switch to a different garrison for the next battle. Eventually the item problems would catch up to them if they are unable to merge garrisons and such but it could be possible to manage the garrisons who are not defending. If the city gets captured then remaining garrisons would be captured too but that is already a risk with large garrisons. The main idea is just to allow a few sieges in a row before item problems.
Title: Re: Strategus Reset?
Post by: Malaclypse on November 03, 2013, 06:20:12 pm
Please remove artificial battle time limits. Battles should end when flags are capped or tickets are dead, this "TIME IS OUT THE BATTLE IS OVER"stuff sucks.
Title: Re: Strategus Reset?
Post by: Real_Dece_Guy on November 03, 2013, 06:42:50 pm
Please remove artificial battle time limits. Battles should end when flags are capped or tickets are dead, this "TIME IS OUT THE BATTLE IS OVER"stuff sucks.

That would give a huge advantage to attackers in most scenarios, not to mention making battles so long that no-one who even pretends to have a life could play the game anymore.
Title: Re: Strategus Reset?
Post by: Malaclypse on November 03, 2013, 06:48:14 pm
That would give a huge advantage to attackers in most scenarios, not to mention making battles so long that no-one who even pretends to have a life could play the game anymore

Well I'm glad you understood my aim, at least. Strategus already favors no-lifes, let's stop beating around the bush and make it only feasible for them, haha

Alternatively, scale up upkeep so armies over 1500 or so aren't even realistically possible to have in the field or fief. I just think it's stupid that we have the ability to have 2000, 3000, 4000 man armies without being able to realistically use them because of the artificial time limit magically murdering anyone left over when it hits zero. Wicked dumb.

I guess as another option to combat that we could just stop making it so troops/gear disappear after a battle hits zero and just put the parties involved back on the map with whatever they were at when a battle ended. My gripe is mostly with the idea that 3000 men can attack 2000, kill most of them, then have the time run out and the remaining 1200 dudes on attacking side just poof into thin air because of what, the plague?
Title: Re: Strategus Reset?
Post by: Tomas on November 03, 2013, 11:19:08 pm
Get rid of fief voting system for castles and cities.  Was a lot more dynamic and fun to have a lot of neutral cities and castles difficult to take that you build up to and people freely use trading and can safely be isnide.

The old system was shit.  I love people's short memories about it but it was just a steam roll by the larger clans with crap battles that were only fun for the attackers and the idiots that think a castle wall is only there to act as a diving board.  Most of the battles only had half a defensive roster leading to easy spawn caps which meant free troops to the attacker.  This then snowballed and meant the bigger clans who managed to take 1 Castle were automatically given the resources to take the next castle and so on. 

Voting was also shit but at least the result was much better.  Numerous clans were able to establish themselves both big and small and they were even able to survive.  The fact that it was a hidden vote also forced the bigger clans to waste votes on securing their main claims which left even more room for smaller clans. 

I for one never want to see AI rosters ever again and if that means voting then so be it.  Ideally though i'm hoping someone can actually think of something better than either option we've had so far.

Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 04, 2013, 01:21:19 am
The old system was shit.  I love people's short memories about it but it was just a steam roll by the larger clans with crap battles that were only fun for the attackers and the idiots that think a castle wall is only there to act as a diving board.  Most of the battles only had half a defensive roster leading to easy spawn caps which meant free troops to the attacker.  This then snowballed and meant the bigger clans who managed to take 1 Castle were automatically given the resources to take the next castle and so on. 

Voting was also shit but at least the result was much better.  Numerous clans were able to establish themselves both big and small and they were even able to survive.  The fact that it was a hidden vote also forced the bigger clans to waste votes on securing their main claims which left even more room for smaller clans. 

I for one never want to see AI rosters ever again and if that means voting then so be it.  Ideally though i'm hoping someone can actually think of something better than either option we've had so far.



I totally agree!

The voting system is actually good. It just needs some tweaking. I think one option could be to limit the amount of fiefs any clan can have. Max it out at 3 fiefs. The result would be a super fragmented map that would cause big old wars and coalitions right out of the gate. Never forget Ego, it makes people do dumb things and is hilarious!

They should defiantly jack up the upkeep, make it a damn cliff!

As far as stopping made tin can ganking looming gear should also have a progression. Looming leather armour should require less PP than looming Gothic Plate with Bevor. Also it might be worth adding in actual production. So you can't just go and buy infinite gear. Instead gear would have an S&D type situation that would require you to really look out for what you do with your armies because replacing 1500 man tin can army is going to be a massive expedition. This would also increase the use of towns as points of sale for gear.
Title: Re: Strategus Reset?
Post by: Sparvico on November 04, 2013, 01:51:20 am

Looming leather armour should require less PP than looming Gothic Plate with Bevor. Also it might be worth adding in actual production. So you can't just go and buy infinite gear. Instead gear would have an S&D type situation that would require you to really look out for what you do with your armies because replacing 1500 man tin can army is going to be a massive expedition. This would also increase the use of towns as points of sale for gear.

It is a well know fact that armor was available in limitless quantities all throughout the Middle Ages.  :rolleyes:
Title: Re: Strategus Reset?
Post by: Butan on November 04, 2013, 02:46:40 am
Removing battle time limits would be cool - but only if you could join the battle like any other cRPG public server, and with more commander stuff to easily lead in-game (would be also interesting if Strat Briefing had a direct link to the TS server of each sides).
Title: Re: Strategus Reset?
Post by: Spurdospera on November 04, 2013, 09:37:57 am

1) 1/3 rule fix (due next week)
Yes.
2) Change the fief voting system (not sure how but needs to be far easier to manage and with an even more random result to force clans away from the same old claims)
Yes.
3) Allow Fief owners to manage their fiefs from anywhere (frees up more players to actually do stuff)
Yes, but make it so that if fief owner has more than ONE fief, he´d have to be in the fief to control it.
4) Increase the level of the free gear and give it to both attackers and defenders.  No battle should ever be without equipment.
Good call, tho I would give defenders slightly better gear.
5) Allow destroying of equipment (not goods) on the spot for both armies and fiefs and even during reinforcement periods before battles.
Yes.
6) Troop cap based on active faction members.  Each player contributes 10 troops per current strat ticks to their faction up to a max of 1000 troops.  So 10 ticks would add 100 tickets to your faction's cap.  100 ticks would add 1000 tickets and 1000 ticks would also add 1000 tickets.  Free troops will not count towards the faction cap.
I can see your point here, would actually make having vassals useful.
7) Create some kind of score board
Because we all love e-peen :D
Title: Re: Strategus Reset?
Post by: Bohannon on November 04, 2013, 09:59:14 am
I couldn't read the all posts so not sure it's written or not.

When you attack a fief and if you win, you're gaining all armies inside of it. Think yourself as a troop inside the fief. You lost and then you suddenly belong the guy who attacked you. You may dont want to fight with them. Where is the "no surrender" situation?

In my opinion, they need to fix it with a determinated ratio. It could be between 0.2 and 0.5. So when you captured the castle with a 6000 troops, you'll gain 2000-3000 troops.
Title: Re: Strategus Reset?
Post by: Osiris on November 04, 2013, 10:47:01 am
Quote
6) Troop cap based on active faction members.  Each player contributes 10 troops per current strat ticks to their faction up to a max of 1000 troops.  So 10 ticks would add 100 tickets to your faction's cap.  100 ticks would add 1000 tickets and 1000 ticks would also add 1000 tickets.  Free troops will not count towards the faction cap.
I can see your point here, would actually make having vassals useful.

but that would royally screw over small or solo player factions  :cry:
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 04, 2013, 11:09:15 am
but that would royally screw over small or solo player factions  :cry:

Seems that way.
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 04, 2013, 12:03:00 pm
About the faction troops cap:

Wouldnt it be better to involve fiefs in this - I mean:

Faction A owns 3 villages
Faction B owns one village
Faction C owns one village
Faction D owns one village

FActions B,C,D together make a pact to take down faction A - together they have the same faction troop cap as Faction A so the war would be even in numbers.

Every fief - adds to faction troop cap

*Villages adds to faction troops cap
*Castles adds more
*Towns add most

Ofc, every clan should have an initial troop cap even without fiefs

This would add:

1. Possibility to take down larger factions even if they have huge amounts of ticket grinders - take away their fiefs and they cant grind as much
2. Villages - more reason to defend them
3. Makes it profitable to attack fiefs, not just gaining a stronghold and trade, but actually making the clan bigger in number of tickets over time.
4. No more troopstacking since when u reach the limit you need to either expand or sit on your ass while others expand around you and get bigger
5. More counter attacks and a more flexible war situation - if you loose feifs you then need to gain new ones to be able to keep your troops cap

This couldnt ofc set in as soon as you loose a fief, there would need to be a delay of some time, and if you gain another fief or if you got the fief you just lost back there is now worries of loosing troops. If you dont howerer, your troops will "starve" if you have to many.


Title: Re: Strategus Reset?
Post by: Casimir on November 04, 2013, 12:30:52 pm
Why does everyone seem to think it should be as as easy for small factions as it is for large ones? This will never be the case, and nor should it be. Small factions should have a chance but a small faction shouldn't be able to compete directly with a large faction on their own (unless they are very talented and face others who are utterly incompetent).
Title: Re: Strategus Reset?
Post by: Osiris on November 04, 2013, 12:35:17 pm
Why does everyone seem to think it should be as as easy for small factions as it is for large ones? This will never be the case, and nor should it be. Small factions should have a chance but a small faction shouldn't be able to compete directly with a large faction on their own (unless they are very talented and face others who are utterly incompetent).

true but we shouldn't give small factions 0 chance just to nerf large ones. troops per players etc just means biggest faction wins however something does need to be done to limit this 30-50k troops in a castle nonsense :D removing the 1/3 rule should help
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 04, 2013, 01:05:22 pm
true but we shouldn't give small factions 0 chance just to nerf large ones. troops per players etc just means biggest faction wins however something does need to be done to limit this 30-50k troops in a castle nonsense :D removing the 1/3 rule should help

I agree. You can halt the ability of large factions to have ridiculous garrisons holding a fief (Fisdnar had over 8k of troops in it, I think we have 4 at the moment...)stimy

If you make it economically untenable to have 1400+ armies rolling around and say 1.5k plus garrisons in villages 3k for castles and 6k for towns then you force the bigger clans to actually use there players and give them power. Imagine the horrible mayhem of every Merc having 1.4k worth of troops... Someone is bound to do something stupid.

Now what would be interesting is if they could do a Total War style reinforcement thing.
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 04, 2013, 02:08:52 pm
Why does everyone seem to think it should be as as easy for small factions as it is for large ones? This will never be the case, and nor should it be. Small factions should have a chance but a small faction shouldn't be able to compete directly with a large faction on their own (unless they are very talented and face others who are utterly incompetent).

Everyone doesnt see it that way Cas - this would apply also to the situation you had when GO were down to a couple of fiefs - they grinded a couple of thousands of troops each day and you couldnt take them down (or however it was). Small clans would still be small, but the size would be dependant on fiefs on the map and the actions of the strategus faction and not grinders sitting 24/7 in EU1 or EU2.
Title: Re: Strategus Reset?
Post by: Casimir on November 04, 2013, 02:22:24 pm
The issue is to do with the overly defensive metagame not the overall balance between large and small. activity should be rewarded more than numbers but it will always be true that the more people you have the stronger you are.
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 04, 2013, 03:05:59 pm
The issue is to do with the overly defensive metagame not the overall balance between large and small. activity should be rewarded more than numbers but it will always be true that the more people you have the stronger you are.

Yes it will be so, the more members the stronger and it should be that way - but this should also have to do with number of fiefs ofc - you couldnt field troops if you couldnt feed/pay them back in the days.

The defensive strategy would be a waist, if you cant proitect your villages you cant massstack troops in castles - more village fights and more points on the map to fight over - now people only fight for castles and towns
Title: Re: Strategus Reset?
Post by: MURDERTRON on November 04, 2013, 03:21:12 pm
Even if you forced smaller clans, nothing would stop them from allying or collaborating as one anyway.
Title: Re: Strategus Reset?
Post by: CrazyCracka420 on November 04, 2013, 04:00:14 pm
About the faction troops cap:

Wouldnt it be better to involve fiefs in this - I mean:

Faction A owns 3 villages
Faction B owns one village
Faction C owns one village
Faction D owns one village

FActions B,C,D together make a pact to take down faction A - together they have the same faction troop cap as Faction A so the war would be even in numbers.

Every fief - adds to faction troop cap

*Villages adds to faction troops cap
*Castles adds more
*Towns add most

Ofc, every clan should have an initial troop cap even without fiefs

This would add:

1. Possibility to take down larger factions even if they have huge amounts of ticket grinders - take away their fiefs and they cant grind as much
2. Villages - more reason to defend them
3. Makes it profitable to attack fiefs, not just gaining a stronghold and trade, but actually making the clan bigger in number of tickets over time.
4. No more troopstacking since when u reach the limit you need to either expand or sit on your ass while others expand around you and get bigger
5. More counter attacks and a more flexible war situation - if you loose feifs you then need to gain new ones to be able to keep your troops cap

This couldnt ofc set in as soon as you loose a fief, there would need to be a delay of some time, and if you gain another fief or if you got the fief you just lost back there is now worries of loosing troops. If you dont howerer, your troops will "starve" if you have to many.

See my post about a new item "food" that would control how large of a garrison a fief can have.  You can transfer food from one fief to another (to make a larger garrison at castles/cities).  No reason to have artificial troop caps...have a product (food) control the garrison sizes.  You'd then be able to besiege a castle/city and starve them out.
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 04, 2013, 04:33:31 pm
Even if you forced smaller clans, nothing would stop them from allying or collaborating as one anyway.

Not even close to the point
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 04, 2013, 04:33:59 pm
See my post about a new item "food" that would control how large of a garrison a fief can have.  You can transfer food from one fief to another (to make a larger garrison at castles/cities).  No reason to have artificial troop caps...have a product (food) control the garrison sizes.  You'd then be able to besiege a castle/city and starve them out.

I hace seen it, I like it, but I think most of the community thinks its to much micromanaging
Title: Re: Strategus Reset?
Post by: Tomas on November 04, 2013, 08:07:08 pm
but that would royally screw over small or solo player factions  :cry:

How many troops do you want???  Is 1100 not enough to do something with as a solo player?

(click to show/hide)

Fiefs already add tickets through their populations.  They also give discounts to equipment and goods through taxes, the potential to make money off other players through taxes and the control to loom what you want.  Do need for extra tickets as well imo.

One possibility for score though is that

Score = ( Total_Faction_Renown + PP_gained_from_owned_fiefs ) / ( Strat_ticks_used_by players + tickets_received_from_outside_of_the_faction )

May need to tweak renown to be a similar sized number as PP but that would give a comparative score for all factions regardless of size.  Not perfect but its at least a starting point.


Title: Re: Strategus Reset?
Post by: Osiris on November 04, 2013, 10:34:20 pm
1100 enough to do what when most fiefs are stacked with 5k+ :P
Title: Re: Strategus Reset?
Post by: Artyem on November 05, 2013, 01:30:46 am
I've noticed that the NA community is thinning out quite a bit, used to be that both sides would have 51/51 slots filled.  Now we're lucky to see one side with 45+, and usually one faction can be missing 10+ mercs, if not both sides.

Yet another reason to give Strategus a rest, people need some time to recuperate from burning out so badly.
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 05, 2013, 03:55:10 am
Score = ( Total_Faction_Renown + PP_gained_from_owned_fiefs ) / ( Strat_ticks_used_by players + tickets_received_from_outside_of_the_faction )

May need to tweak renown to be a similar sized number as PP but that would give a comparative score for all factions regardless of size.  Not perfect but its at least a starting point.

I think you need two different scores.

One score that rates "Power" and one that rates "Performance".

Power is just totals;

Fief PP

+

Total renown

Performance;

Fief PP / by total number of players

+

Average renown (Total renown / players)

Performance should indicate clan activity more than just raw power.

FPF

Total power

3185
+
16000280
=
16003456

Performance

318.5
+
1300028
=
1300346.5

I think that fief PP would need to have some weighting system or renown needs to have some arbitrary reduction applied to it so the number isn't spastic.

Those numbers aren't totally accurate at all. They are best guesses.

----

As far as fiefs contributing troop counts and historical accuracy goes. It's $$$ that fund wars. Charles the first invaded England being bank rolled he controlled no "fiefs" :P
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 05, 2013, 07:10:16 am


Fiefs already add tickets through their populations.  They also give discounts to equipment and goods through taxes, the potential to make money off other players through taxes and the control to loom what you want.  Do need for extra tickets as well imo.


Fiefs wouldnt ADD extra tickets Tomas - they would set the LIMIT of the faction ticket capacity in total. SO if you are loosing a war, loosing fiefs your cap would go down while the winners cap go up - would solve some problems with this strat
Title: Re: Strategus Reset?
Post by: Vovka on November 05, 2013, 08:35:16 am
Instead gear would have an S&D type situation that would require you to really look out for what you do with your armies because replacing 1500 man tin can army is going to be a massive expedition. This would also increase the use of towns as points of sale for gear.

Add on top shitty loot zystem...  :| And this will lead to even greater fiefs turtling  :P cuz no one will not willing loose rare gear under walls  :?

strat need to be more arcade
lose fief? fuck dat shit i will take another one tomorrow
for now losing fief after 1 year turtling = GTXe gimme restart!

also fief respec is so retarded, in 1 week  u loose PP for a half year..... 
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 05, 2013, 09:09:52 am
Add on top shitty loot zystem...  :| And this will lead to even greater fiefs turtling  :P cuz no one will not willing loose rare gear under walls  :?

strat need to be more arcade
lose fief? fuck dat shit i will take another one tomorrow
for now losing fief after 1 year turtling = GTXe gimme restart!

This is what I mean, loosing a fief doesnt matter now, but with this system loosing a fief and your army will starve off a bit due to lowered faction troop cap - while the attacker by taking your village just raised his faction troop cap and can grind more troops and attack again.

Options for the loosing side:
Turtle - will only make the attacker stronger since he will have some time to gain the extra ticket from taking the fief, while the defender will loose some tickets due to his faction troop cap being lowered
Counterattack - will not let the attacker gain anything from taking the village if done in quickly, regaining the village will help your troops from starving

So, aggressiveness, larger offensive campaigning, well planned strategies is profitable while turtleing is not

This would also apply if an attacker takes out all of the enemies villages and is standing outside a castle with to many troops compared to the defenders faction troops cap. Attacker could then just wait and see the large garrison inside slowly decrease in numbers (sort of a siege in real medieval battles). If the defender doesnt try something, his troops will fasde until its down to the faction troops cap.

Attack and be rewarded if succeeding, defend and be punished if loosing - loose 3-4 fiefs in a row and feel the same panic as you do when a member of your faction has no silver for upkeep but an army of 2k troops - you have to act to stop them from starving. Do u see what I mean Tomas??

example: (forget about the exact numbers - they could be worked out later its just to show the system)

Faction A
3 villages - adds 2000 per village to faction troop cap
1 Castle - adds 4000 per castle to faction troop cap
Initial troops cap for a fiefless faction - adds 5000 to faction troops cap
Total faction troop cap = 15000 (the maximum amount of troops faction A can grind)

Faction B
5 villages - adds 2000 per village
Initial troops cap for a fiefless faction - adds 5000 to faction troops cap
Total faction troop cap =  15000(the maximum amount of troops faction B can grind)

1. Faction B attacks and takes 2 villages frrom Faction A
2. A looses 4k in faction troops capacity while B raises his troop capacity by 4k(they dont gain the troops, the have only changed the limit of how many troops they can have)
3. A starts to loose troops much like starving - while B start gaining troops in the normal grinding way
4. If A doesnt act - he will at some point have 8k less troops than B
5. B could then continue to attack and take the last village - lowering the cap for A with 2k and raising it for B with 2k
6. A is now down to just the castle and with the initial troop cap + the castle troop cap he can only have 10k troops inside - if he has more they will start to starve
7. So A has to counterattack or get allies to help - turtleing will only help B in the LONG run, short turtleingtime could still be useful ofc for A until friends or allies arrive to help A

B has used the attacks to raise his troop cap, he still needs active players to grind the actual troops ofc, but he has made A weaker since A cant grind more troops than his faction troop cap - even if he has 4000 active accounts in his clan. 

Title: Re: Strategus Reset?
Post by: Vovka on November 05, 2013, 09:41:40 am
Voting was also shit but at least the result was much better.  Numerous clans were able to establish themselves both big and small and they were even able to survive.  The fact that it was a hidden vote also forced the bigger clans to waste votes on securing their main claims which left even more room for smaller clans. 

do u have map of strat right after voting? i dont remember "numerous" small clans on map my memory is too short ^^
Title: Re: Strategus Reset?
Post by: Vovka on November 05, 2013, 09:48:33 am
(click to show/hide)
All this does not make sense, if the patch in december 2013 will remove a 1/3 rule
It would be risky to hold more than 5k in the fief, and the small clans will only benefit if they can attack with 1800 a fief with a garrison in 20k and manage to cap all flags
I think it will be work well but a bit  too late  for like a year i think :o
 
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 05, 2013, 11:49:11 am
All this does not make sense, if the patch in december 2013 will remove a 1/3 rule
It would be risky to hold more than 5k in the fief, and the small clans will only benefit if they can attack with 1800 a fief with a garrison in 20k and manage to cap all flags
I think it will be work well but a bit  too late  for like a year i think :o

Removing the 1/3 rule will make it easier to attack - not make it more worthwhile attacking

Keep 2,5k in garrison and 10k on you inside a fief, if you loose you instantly attack, if you win, just add up to 2,5k again. Turtleing wont dissapear - clans will just adapt

And if ONE clan can grind more tickets than it can possibly loose during a day - in one castle or town its ridicoulos.

Set a troopfaction cap dependant on the amount of fiefs owned by that very faction and there would be much more flexibility in the game - it seems to me strats dont vary much from previous strats - this would change that - coalition, mercs, greys, DRZ, Wolves, Kapis could actually loose if implemented - now they cant loose by pure force or strategy -they can only loose if the members become inactive

Title: Re: Strategus Reset?
Post by: Vovka on November 05, 2013, 12:00:29 pm
Removing the 1/3 rule will make it easier to attack - not make it more worthwhile attacking

kk we have 2 factions with 20k cap and 5 fief in each
so how ur system force them attack each other? its doesn't 

And if ONE clan can grind more tickets than it can possibly loose during a day - in one castle or town its ridicoulos.
multiplier for loses in battles, sadly it did not work properly   :(

Set a troopfaction cap dependant on the amount of fiefs owned by that very faction and there would be much more flexibility in the game - it seems to me strats dont vary much from previous strats - this would change that - coalition, mercs, greys, DRZ, Wolves, Kapis could actually loose if implemented - now they cant loose by pure force or strategy -they can only loose if the members become inactive
Its all about # of members, more members more chances to find one or two among them, with brains and free time for run faction, strat mechanical will not change the fact that on the mapat end  will stand one of these factions.


 
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 05, 2013, 12:08:59 pm
kk we have 2 factions with 20k cap and 5 fief in each
so how ur system force them attack each other? its doesn't 

There are a little more variables than that still in strat vovka :)

Title: Re: Strategus Reset?
Post by: Vovka on November 05, 2013, 12:23:40 pm
There are a little more variables than that still in strat vovka :)

 Look, crpg community can accumulate 10000000000 troops per day can run 500 caravans and get money, they have atleast 6 hours of prime time  every day for run battles....
but? they dont give a fuck
 And now u suggest cap all dat players who do the shit, grind tick's on servers, grind troops, run caravans for upkeep
for? cos all others dont give a fuck and don't want do the same.

- delete 1/3 rule
- less managment (as example free transfer strat tick's or selling on market  cuz alot of players have 1000000000 ticks but its to hard for them give a fuck about dat  :P))
- night time prime time for whole faction for attack and defend actions
- multiplier for big battles
- forget about "oh it will be so cute for small clans" cuz it wold't never, small faction -  dead faction unless they are not useful for big one.

the basic idea that I'm trying to say: make strat easier for the lazy and stupid plebs, but not harder for hard working and successful factions ))

 
Title: Re: Strategus Reset?
Post by: Osiris on November 05, 2013, 03:02:34 pm
do u have map of strat right after voting? i dont remember "numerous" small clans on map my member is too short ^^


ahh made me lol more than it should :D (member is another word for penis if you didnt know)
Title: Re: Strategus Reset?
Post by: Vovka on November 05, 2013, 03:42:49 pm
ahh made me lol more than it should :D (member is another word for penis if you didnt know)
now u all know my secret  :( my pp is short (
Title: Re: Strategus Reset?
Post by: Butan on November 05, 2013, 03:57:43 pm
Title: Re: Strategus Reset?
Post by: Keshian on November 05, 2013, 05:45:21 pm
Yeah voting system really curtailed small factions because people voted mass sections for each faction with any isolated fief being quickly taken by force.  At least with neutral fiefs the buildup to troops and gear to attack made it difficult for large factions to establish themselves for a while making small clans more viable.  Especially with a time limit on strat thats a highly effective way to make it more dynamic for small clans.
Title: Re: Strategus Reset?
Post by: CrazyCracka420 on November 05, 2013, 05:51:47 pm
Yeah voting system really curtailed small factions because people voted mass sections for each faction with any isolated fief being quickly taken by force.  At least with neutral fiefs the buildup to troops and gear to attack made it difficult for large factions to establish themselves for a while making small clans more viable.  Especially with a time limit on strat thats a highly effective way to make it more dynamic for small clans.

totally agree, I thought neutral fiefs was a much better way to go.  Would be nice if some high level people (maybe devs or game admins) were able to accept people to rosters of AI and kick people off. 
Title: Re: Strategus Reset?
Post by: GRANDMOM on November 05, 2013, 05:52:31 pm
Look, crpg community can accumulate 10000000000 troops per day can run 500 caravans and get money, they have atleast 6 hours of prime time  every day for run battles....
but? they dont give a fuck

Agreed

And now u suggest cap all dat players who do the shit, grind tick's on servers, grind troops, run caravans for upkeep
for? cos all others dont give a fuck and don't want do the same.

They do want to do the same, only it matters not since not much can be done about the general situation in strat, since faction strength in the game is mainly dependant on active accounts, not on territory, strategy or number of fiefs owned. If it was dependant on fiefs owned, we would see a fluctuant strategus instead of a stale strategus going around in circles every round.


- delete 1/3 rule
- less managment (as example free transfer strat tick's or selling on market  cuz alot of players have 1000000000 ticks but its to hard for them give a fuck about dat  :P))
- night time prime time for whole faction for attack and defend actions
- multiplyer for big battles


Agreed

- forget about "oh it will be so cute for small clans" cuz it wold't never, small faction -  dead faction unless they are not useful for big one.

the basic idea that I'm trying to say: make strat easier for the lazy and stupid plebs, but not harder for hard working and successful factions ))

Successfull because hard working??


Title: Re: Strategus Reset?
Post by: Tomas on November 06, 2013, 07:27:55 pm
(click to show/hide)

Result:
Both Factions will farm out all their grinders into separate factions in order to gain the 5000 troop cap multiple times.
Micromanagement will go through the roof with the factions capable of doing this gaining a huge advantage.
Faction C with no fiefs will have less troops than either Faction A or B and so is even further behind

There cannot be any "bonus" system for troop caps based on size or fiefs because all that does is create loop holes for abuse.

Yes this may penalise solo players but i firmly believe that 1100 troops is enough to have fun with on Strat and as Vovka says, stacking troops in fiefs will be very risky once the 1/3 rule has gone.
Title: Re: Strategus Reset?
Post by: Osiris on November 06, 2013, 07:30:57 pm
it only goes for armies of 1800+ so 1100 still wont be enough to attack anything. let alone the fact that anything but a village requires waves of attacks
Title: Re: Strategus Reset?
Post by: Tomas on November 06, 2013, 09:23:58 pm
it only goes for armies of 1800+ so 1100 still wont be enough to attack anything. let alone the fact that anything but a village requires waves of attacks

If there's a risk of getting spawn capped by an 1800 man army then 1800ish will be the max people will want to keep in spawn-cap-able fiefs.  1100 is more than 1/3 of 1800.  Therefore 1100 will be more than enough to attack the majority of fiefs on the map. 

Add to this
- the already established trend of bigger clans to not care about any but their core fiefs (Apostates, CA, GO, DRZ and Coalition have all abandoned villages to hold Castles/Towns)
- the reduced number of overall tickets and limit on turtle power due to the cap (At a guess the Coalition would be capped at around 50k which would mean 3k tickets for each of our current fiefs instead of the ~14k per fief we have now)
- the fact that 3k would fall in 2 easy waves, meaning we'd probably consolidate into just 5ish core fiefs which would free up 11 of our Castles/Towns for others to fight over.





Title: Re: Strategus Reset?
Post by: Keshian on November 07, 2013, 07:18:32 am
If there's a risk of getting spawn capped by an 1800 man army then 1800ish will be the max people will want to keep in spawn-cap-able fiefs.  1100 is more than 1/3 of 1800.  Therefore 1100 will be more than enough to attack the majority of fiefs on the map. 

Add to this
- the already established trend of bigger clans to not care about any but their core fiefs (Apostates, CA, GO, DRZ and Coalition have all abandoned villages to hold Castles/Towns)
- the reduced number of overall tickets and limit on turtle power due to the cap (At a guess the Coalition would be capped at around 50k which would mean 3k tickets for each of our current fiefs instead of the ~14k per fief we have now)
- the fact that 3k would fall in 2 easy waves, meaning we'd probably consolidate into just 5ish core fiefs which would free up 11 of our Castles/Towns for others to fight over.

Why we should get rid of voting for castles and cities - less stockpiling more fighting over less valuable fiefs for longer.
Title: Re: Strategus Reset?
Post by: Butan on November 07, 2013, 01:38:34 pm
If there's a risk of getting spawn capped by an 1800 man army then 1800ish will be the max people will want to keep in spawn-cap-able fiefs.  1100 is more than 1/3 of 1800.  Therefore 1100 will be more than enough to attack the majority of fiefs on the map. 

Add to this
- the already established trend of bigger clans to not care about any but their core fiefs (Apostates, CA, GO, DRZ and Coalition have all abandoned villages to hold Castles/Towns)
- the reduced number of overall tickets and limit on turtle power due to the cap (At a guess the Coalition would be capped at around 50k which would mean 3k tickets for each of our current fiefs instead of the ~14k per fief we have now)
- the fact that 3k would fall in 2 easy waves, meaning we'd probably consolidate into just 5ish core fiefs which would free up 11 of our Castles/Towns for others to fight over.


Where will people put the extra troops on ? On themselves with crazy upkeep ?  :wink:
It will be just a "urgency" method when besieged but the first waves of attacks will be on fiefs with crazy amounts of troops in  :)
Not to add that lowering the garrison to avoid the possibility of "flag cap" (which is extremely low in castles/towns) calls for a Lord that is active 24/24 7/7.
Without the 1/3 above 1800+ troops, some sieges may well fall by flag capping if the lords arent there to avoid item bombing, it will call for more reasonable management of the land.


And most factions doesnt "releases" fiefs pre-emptively, for fear of losing them. They all wait for some invaders to take the cautious decision to let small factions take over here and there, where they couldnt manage fiefs efficiently. Then when the big ones falls back, they all get crushed mercilessly (losing villages is as easy as taking them back).
Then, the 1/3 rule shift may give some big greedy factions like GO/DRZ/COA/KAPI/etc... some incentive to release ownership of the least important fiefs to vassals/allies/friends.


Not sure what you meant with decrease of overall tickets, you meant the fact that less people actively play cRPG, so less troops being recruited? That may be true, but still :

Past total garrisoning:
(click to show/hide)


Today:
(click to show/hide)


The turtling has pretty much stagnated, even though there was some very costly sieges in the last weeks. So I think that the total troop regeneration is still high enough to balance the losses of war and attrition.
Title: Re: Strategus Reset?
Post by: Butan on November 07, 2013, 02:23:45 pm
The only advantage is not wasting troops for the attacker in places with stupid garrisons


That, my friend, is largely enough  :P


Almost every invasion plans for the past 6 months has been stalled for that reason, except when one had a crazier than reality troop advantage, big polish/russian balls, or "artificially lowered garrison" deals.



Strat leader 1 : "hey, where should we attack?"

Strat leader 2 : "hmmm... looks like the enemy has a village with less than 10k garrison, lets send troops there"

2-3 fights later

Strat leader 1 : "village is captured, well done."

Strat leader 2 : "was fun, lets rest for a while. Lets say 3 months."

Strat leader 1 : "OK, cya."
Title: Re: Strategus Reset?
Post by: MURDERTRON on November 07, 2013, 05:48:28 pm
Some fiefs need to have their maps changed to something a little more fair or just be straight up removed.  All of the "untakeable" castles or cities only help to create gold and stagnation.
Title: Re: Strategus Reset?
Post by: Real_Dece_Guy on November 07, 2013, 05:56:11 pm
And which village is it where attackers have a forcefield around some of their flags? Or are there more than 1? Cos that kinda takes the piss.

Ayyike.  Don't know if there are others that have the same problem.
Title: Re: Strategus Reset?
Post by: Keshian on November 07, 2013, 07:28:18 pm
Ayyike.  Don't know if there are others that have the same problem.

Actually those were fixed in the last patch, which we found out when we capped flags on lost legion who were attacking it.  Not sure if Dhirigh Aban, which had the same issue, was fixed in the last patch too.
Title: Re: Strategus Reset?
Post by: Matey on November 07, 2013, 07:28:50 pm
Best possible way to get people to stop turtling up is a time limit on strat combined with rewards for achieving things. I'd say 5 month round followed by 1 month break. The rewards could be things like 1 loom point for every 10million renown a faction accumulates or 1 loom point for every 1000 troops they kill or 1 loom for every X number of fiefs a faction owns when strat ends... But ultimately there needs to be a time limit so people will know that if they mess up and get wiped out then they will know when it'll reset and they can either come back then or try something different for the remainder of the current round then regroup for the next one. That combined with cRPG related incentives will get people to actually do shit in strat instead of lounging about stockpiling troops. I do think that capping how many troops can be put in a fief isn't a bad idea either or at least allowing 1500+ troops to attack any fief/player regardless of how many troops they have thus negating the advantage of having a horde of troops.
Title: Re: Strategus Reset?
Post by: Keshian on November 07, 2013, 07:33:29 pm
Some fiefs need to have their maps changed to something a little more fair or just be straight up removed.  All of the "untakeable" castles or cities only help to create gold and stagnation.

yeah, Dhirim, Narra, Uxhal, Tilbaut Castle, Durrin castle, and Alburq castle all need to be looked at again in terms of balance in relation to other cities and castles - unless the owner is completely mentally incapable these are all untakeable fiefs.


And Matey's idea for a time limit with rewards would make strategus far more dynamic and enjoyable for everyone. 
Title: Re: Strategus Reset?
Post by: CrazyCracka420 on November 07, 2013, 07:43:25 pm
Rindyar is fucking terrible too...
Title: Re: Strategus Reset?
Post by: Real_Dece_Guy on November 07, 2013, 07:51:14 pm
Actually those were fixed in the last patch, which we found out when we capped flags on lost legion who were attacking it.  Not sure if Dhirigh Aban, which had the same issue, was fixed in the last patch too.

Did this just happen?  I was going on the battle two weeks ago where the flags at New Ayyike were inaccessible and the defending team got to play firing squad for 300 tickets.
Title: Re: Strategus Reset?
Post by: Spurdospera on November 07, 2013, 08:02:01 pm
Not sure if Dhirigh Aban, which had the same issue, was fixed in the last patch too.
Forcefield was there last time I checked, could some Wolves confirm this since you attacked it quite resently?
Title: Re: Strategus Reset?
Post by: MURDERTRON on November 07, 2013, 08:05:08 pm
And which village is it where attackers have a forcefield around some of their flags? Or are there more than 1? Cos that kinda takes the piss.

Well those are easier to fix, and some have been already since the start of this strat.
Title: Re: Strategus Reset?
Post by: Tomas on November 07, 2013, 08:38:43 pm
Where will people put the extra troops on ? On themselves with crazy upkeep ?  :wink:


I don't know what you are trying to get at here?  Where do solo players keep troops now in order to avoid upkeep and how will a troop cap change this?

It will be just a "urgency" method when besieged but the first waves of attacks will be on fiefs with crazy amounts of troops in  :)
Not to add that lowering the garrison to avoid the possibility of "flag cap" (which is extremely low in castles/towns) calls for a Lord that is active 24/24 7/7.
Without the 1/3 above 1800+ troops, some sieges may well fall by flag capping if the lords arent there to avoid item bombing, it will call for more reasonable management of the land.

Again not sure what you are saying here - the 1/3 rule is changing and people change to adapt


And most factions doesnt "releases" fiefs pre-emptively, for fear of losing them. They all wait for some invaders to take the cautious decision to let small factions take over here and there, where they couldnt manage fiefs efficiently. Then when the big ones falls back, they all get crushed mercilessly (losing villages is as easy as taking them back).

Greys released a load of Apostate fiefs after capping them so that's not always true.  Also what's the difference? You either defend a fief or you don't.  It doesn't matter whether you actively give the fief away or wait for someone to grab it.  Although perhaps with the first you may get a deal out of it.

Not sure what you meant with decrease of overall tickets, you meant the fact that less people actively play cRPG, so less troops being recruited? That may be true, but still :

Reduced overall tickets means just that.  How many properly active cRPG players do you think there are in EU?  I'd say 400-600 so lets go with 500.  If all of them play strat then that means 500k tickets is the max that can exist at any one time.  500k is obviously far less than the 1m we have now

As for turtling being over.  If you had screenies from before and after the Coalition assaults on Uxkhal you'd be able to draw the same conclusion and yet we all know turtling was really just paused.  I'd say turtling is back again now and I fully expect that total tickets figure to start growing again.
Title: Re: Strategus Reset?
Post by: Butan on November 07, 2013, 11:07:59 pm
I don't know what you are trying to get at here?

I meant that the 1/3 tweak will not change the Coalition defense situation in your examples (except if you have no gear inside some fiefs). And by extension everyone's defenses.
(click to show/hide)

In conclusion, I dont believe there will be much pre-emptive troops movement to protect from 1/3 tweak, except in some situational cases.



And about the turtling, I dont think that the overall troops power will grow. You said it yourself :

- player decline = less tickets generation
- ease of attack = more attacks = more deaths

=> less garrison over time



Even if you all retreated into your most boring core fiefs, this time people will be able to besiege you and use up ALL their tickets in each sieges.
Not to add that you better have a proper lord in each fiefs or it will get automatically item-bombed after 2 waves.

In those circumstances, I believe we could very well see at least one important battle a day (not from the same faction all the time) and the deaths from those battles will probably decrease the overall garrison by a lot, until we reach a "beginning of the round" state where people had only minimal defenses and were always on the lookout.



Then we will need to find a tweak for the economy so every fiefs arent +9001 prosperity and people drown in silver and plate, and everyone will be happy (at least I will be  :lol:)
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 09, 2013, 11:44:15 am
Best possible way to get people to stop turtling up is a time limit on strat combined with rewards for achieving things. I'd say 5 month round followed by 1 month break. The rewards could be things like 1 loom point for every 10million renown a faction accumulates or 1 loom point for every 1000 troops they kill or 1 loom for every X number of fiefs a faction owns when strat ends... But ultimately there needs to be a time limit so people will know that if they mess up and get wiped out then they will know when it'll reset and they can either come back then or try something different for the remainder of the current round then regroup for the next one. That combined with cRPG related incentives will get people to actually do shit in strat instead of lounging about stockpiling troops. I do think that capping how many troops can be put in a fief isn't a bad idea either or at least allowing 1500+ troops to attack any fief/player regardless of how many troops they have thus negating the advantage of having a horde of troops.

It's a good idea.

Have a whole raft of incentives visitors can't see pics , please register or login
 

----

It would be a good idea to break it up into tiers as well, so that small clans can still "compete" and not feel that if they don't want to miss out on the opportunity to "win" loom points or what have you. I personally think that having a lot of smaller player in amongst the big clans really livens the thing up and makes the map less stale.
Title: Re: Strategus Reset?
Post by: Flans on November 09, 2013, 11:57:40 am
Forcefield was there last time I checked, could some Wolves confirm this since you attacked it quite resently?


All flags went down village is totally fine.
Title: Re: Strategus Reset?
Post by: Butan on November 09, 2013, 01:57:52 pm
The problem with the idea of rewarding gameplay in strategus with goodies, is that it would give a big incentive to cheating and metagaming.

Not to add that most of the rewards you will think of will also most likely re-create a bipolar world where people will group up to have the biggest renown meter or something. And god knows everyone hated the UIF - anti-UIF shit fake diplomacy and grinding fest. Well, maybe Hetman and Rogue likes it, the two masters of the world  :P (sorry Vovka!)



I also disagree about the "time limit" thingy. I love the way this round seems to last forever, it means you have the time to get wiped 7 times, and get back up a 8th. The history of that round is the best of all strat round in terms of world/region/local events. If it had a better balance and gameplay, and if it didnt need any big patches (breaking balance) it could BASICALLY go on forever. That would become real history, where people remember what you have done before and can interact in the same world, not in a different new one.
Title: Re: Strategus Reset?
Post by: Matey on November 09, 2013, 07:30:13 pm
The problem with the idea of rewarding gameplay in strategus with goodies, is that it would give a big incentive to cheating and metagaming.

Not to add that most of the rewards you will think of will also most likely re-create a bipolar world where people will group up to have the biggest renown meter or something. And god knows everyone hated the UIF - anti-UIF shit fake diplomacy and grinding fest. Well, maybe Hetman and Rogue likes it, the two masters of the world  :P (sorry Vovka!)



I also disagree about the "time limit" thingy. I love the way this round seems to last forever, it means you have the time to get wiped 7 times, and get back up a 8th. The history of that round is the best of all strat round in terms of world/region/local events. If it had a better balance and gameplay, and if it didnt need any big patches (breaking balance) it could BASICALLY go on forever. That would become real history, where people remember what you have done before and can interact in the same world, not in a different new one.

I don't think a reward system based off of total kills or even renown (however that calculates) is likely to be abused in the way you think. Say 5 actives get together and recruit 120 troops a day and launch a 1200 man attack every 10 days and do 1:1 in each fight. all the kills/renown are divided by 5 and they would likely get quite a bit. On the other hand... a clan with 100 members of which only 60 are recruiting troops at all and of which only 10 are actively doing stuff and they are so worried about keeping their lands and such that they play defensively so they only end up sending out 1200 troops every 10 days... now you have all the renown and kills of those 1200 troops per 10 days being divided by 100... no one gets shit. Even if the bigger faction uses its troops up at a better rate than 1200 every 10 days they would still be dividing everything by 100 and wouldnt be able to outperform the 5 man group... the best they could do is match the 5man group. the only advantage the 100 man clan would have is the ability to hold more territory and amass more wealth and gear their troops better. but if the 5 man group really has its shit together they could probably get a decent fief and make enough money to gear their troops well and hold out for a long time. or just go hang out in a friendly factions lands and take up contracts or something.

If there were cRPG incentives to strat youd get more people playing it actively and i really think you would see a lot more small active groups just seeking profit through mercing and such.
Title: Re: Strategus Reset?
Post by: Butan on November 09, 2013, 10:19:46 pm
Not sure how the renown work anyway  :P Is is just a matter of troops lost/killed ?
Title: Re: Strategus Reset?
Post by: Tomas on November 10, 2013, 01:08:29 pm
I don't think a reward system based off of total kills or even renown (however that calculates) is likely to be abused in the way you think. Say 5 actives get together and recruit 120 troops a day and launch a 1200 man attack every 10 days and do 1:1 in each fight. all the kills/renown are divided by 5 and they would likely get quite a bit. On the other hand... a clan with 100 members of which only 60 are recruiting troops at all and of which only 10 are actively doing stuff and they are so worried about keeping their lands and such that they play defensively so they only end up sending out 1200 troops every 10 days... now you have all the renown and kills of those 1200 troops per 10 days being divided by 100... no one gets shit. Even if the bigger faction uses its troops up at a better rate than 1200 every 10 days they would still be dividing everything by 100 and wouldnt be able to outperform the 5 man group... the best they could do is match the 5man group. the only advantage the 100 man clan would have is the ability to hold more territory and amass more wealth and gear their troops better. but if the 5 man group really has its shit together they could probably get a decent fief and make enough money to gear their troops well and hold out for a long time. or just go hang out in a friendly factions lands and take up contracts or something.

If there were cRPG incentives to strat youd get more people playing it actively and i really think you would see a lot more small active groups just seeking profit through mercing and such.

What about a 100 man faction where 60 of them recruit troops and then the faction hands over all those troops to a 5 man faction who do the actual battles?

Any score we give to factions needs to be divided by the total troops created by the faction plus the total troops received.  That way scores are always normailsed by each faction's true resource pool.

As for incentives - I would prefer them to be visual but these days with armouries, looms are completely devalued anyway so that won't make much difference.
Title: Re: Strategus Reset?
Post by: FRANK_THE_TANK on November 10, 2013, 02:53:50 pm
I agree Thom.

I would also add (think I've said this else where...) that there should be tiers to promote competition as widely as possible.