cRPG
Strategus => Strategus General Discussion => Topic started by: Kamirane on March 04, 2014, 09:33:23 pm
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Just a forenote. this is nothing against those big factions, it is simply ridiculous to see so
many fiefs having crimerate of 100%.
Wouldnt a 100% crimerate mean a Rebellion in this fief and people would attempt to get rid of the owner?
At least in my opinion crimerate meant to have a more smooth and fair gameplay.
But the only thing I see is, that big factions leave there army at one fief, keeping the S&D
low in this fief and give no shits about the S&D of other fiefs but still claiming more and more fiefs
to enlarge their territory.
I wont say its abuse of system, as they are just doing what the system is allowing them to.
So my suggestion is to add a rebellion after 10 days of 100% crimerate.
How to deal with that rebellion? I have three ways in mind:
1. Nothing happens and after 7 Days the village is neutral again, also it resets the
Prosperity back to 200 (maybe 50% of the spend PP should be returned). Also S&D goes to 0%
so the crimerate can go down for a while.
2. Another solution is to stop PP production and S&D if a fief reaches the 100% crimerate.
Total starvation. (when all are criminals, who will actually work for real money?)
3. Same as 1, but having at least more Army than population in that fief prevents the fief
turning neutral again. Also Point 2 can be added in this case.
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Add incentive for people applying for AI. Either a standard silver fee or give strat tick.
On NA, AI village defense is already non-existent.
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2 is a great idea. Well managed fiefs will soon become hotly contested places and being allied with the owners will reap serious benefits.
I say add 1 and 2. They are both great options and it would make the game a bit more dynamic.
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What I think: high crime rate makes the the fief undefendable - any troops defenders put there disappear within 24h, i.e. before battle starts . It makes them voulnerable. Then, go get them if you dare! Don't forget to bring loooots of eq with you! After all the idea of the crime was to keep troops in field instead of stacked inside fiefs :)
Seriously? Give it more time. Things haven't settled yet; it is still the beginning of Strat. We will be able to see how it works when all fiefs will be taken. It is too early for a decent, well balanced suggestions.
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The admins should just send in flying carpets and firebombs on the top 10 fiefs with the most troops every week. But stagger the times so it's hard to predict.
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since everyone want to poll instead of adding his opionion, i added a poll :mrgreen:
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What I think: high crime rate makes the the fief undefendable - any troops defenders put there disappear within 24h, i.e. before battle starts . It makes them voulnerable. Then, go get them if you dare! Don't forget to bring loooots of eq with you! After all the idea of the crime was to keep troops in field instead of stacked inside fiefs :)
Seriously? Give it more time. Things haven't settled yet; it is still the beginning of Strat. We will be able to see how it works when all fiefs will be taken. It is too early for a decent, well balanced suggestions.
That's not true - they are actually the worst fiefs to try and attack since you can't defend them once you take them either. You can't even hold them long enough to respec them.
It actually benefits large clans to have just 1 or 2 strategic fiefs to keep troops in and then use crime to make the others pointless to take.
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That's not true - they are actually the worst fiefs to try and attack since you can't defend them once you take them either. You can't even hold them long enough to respec them.
It actually benefits large clans to have just 1 or 2 strategic fiefs to keep troops in and then use crime to make the others pointless to take.
Totally agree
Like I have said before - 100% crimerate is a very good defence for a village, if someone takes it, they would need to:
1. stay outside or die
2. Buy or sell goods until the crime is down, which could take several days
3. bring silly amount of gold with them to do this
So, taking a fief you cant enter, is good for the defending side, since they can during the first 48 or so hours make an army and attack the indtruder OUTSIDE of the village and then just take the village back - owning and dominating territory is no more important to be able to take and keep villages.
Before you could go behind enemy lines, take a castle and sit on your ass and watch the attackers die on the walls, if you do that now and dont have a secure supplyline in to that castle - the attackers could then just drink tea outside while you die inside because of crime. This is a cool feature though :)
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*bump*
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I got the feeling that it's going to be fast Strategus, already half of map is full of self defence forces with a hats bought in nearest shop
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i think Strat needs alot more change than only this...
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it doesnt really matter how many changes you make. UIF is too big too strong and wont let you be neutral. so they will always dominate and win. I mean look at the map its pretty much decided already ^^
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Here is a long but solid suggestion:
http://forum.melee.org/suggestions-corner/faction-types-kingdoms-vassals-bandits/
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Here is a long but solid suggestion:
http://forum.melee.org/suggestions-corner/faction-types-kingdoms-vassals-bandits/
i know. the suggestion was 2-3 days after mine. But its not the change it needs. A Clan will just make more than 1 faction to handle everything.
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i know. the suggestion was 2-3 days after mine. But its not the change it needs. A Clan will just make more than 1 faction to handle everything.
Your suggestion about fiefs going neutral again is also very good idea.
I agree that a clan can make multiple factions to handle everything but you know, the size of the overall "clan" will be limited still. Because you know in our suggestion, depending on the faction type the amount of fiefs you can capture are hard code limited. There are simple mathematical inequalities that will not allow the heavy exploitation of having multiple factions under the control of a single clan. And if features like your suggestion are implemented this size will be limited more or controlling it will be much harder.
So I still think, if ideas like those can be merged together, this problem of all ruling huge factions will be solved.
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Your suggestion about fiefs going neutral again is also very good idea.
I agree that a clan can make multiple factions to handle everything but you know, the size of the overall "clan" will be limited still. Because you know in our suggestion, depending on the faction type the amount of fiefs you can capture are hard code limited. There are simple mathematical inequalities that will not allow the heavy exploitation of having multiple factions under the control of a single clan. And if features like your suggestion are implemented this size will be limited more or controlling it will be much harder.
So I still think, if ideas like those can be merged together, this problem of all ruling huge factions will be solved.
hmmm, i see your point. Yup could work
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If rebellion takes place let there be AI armies marching towards the village. Size of the army shall be determined by fief's population,equipments shall be determined by it's prosperity. If you fail to win the battle,you lose the fief. If you win the battle,since you kill all rebels,crime rate will go down to 0.
There should be some rewards for people fighting on rebel side to fill it's roster though.
Thinking...
For example,ownership of the fief and share on loot (Gold only.) if the battle is won.
Let's say after the battle , if rebels win. One guy from the rebellious roster gets the ownership by random chance. Everyone who fought should be rewarded equally. Since defenders will not stock any gold in the fief, gold amount can be calculated by defender side's equipment value.
So, one guy gets the total loot and village randomly.
Everyone gets "item value of defenders / amount of people on rebel roster"
Sounds more fun and exciting to me , what do you guys think ?
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not a bad idea, but a bit complicated. The next problem with AI is the Roster. Faction A is allied with faction B, so Faction A loosing Village coz Rebellion, Faction B signs for Rebels. Even if they play for real, they will get a part of the loot.