cRPG

Strategus => Strategus General Discussion => Topic started by: Butan on April 17, 2016, 05:32:47 pm

Title: [Community discussion] What can be improved on Strategus
Post by: Butan on April 17, 2016, 05:32:47 pm
Hello everyone, I am still powerless all-mighty Strategus developer Butan.

I wanted to start discussions about what kind of changes could be made on Strategus for a few weeks now, but I wanted a forum rank to make it more legit and Dupre gave it to me yesterday so here we go  :D
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As some know I have been prompted to join a strategus team that is made of me and Chy. Chy is the coder behind the STB add-on, I merely think of stuff and greatly enjoy the game even in his current form. I am sick like that.

I wanted to ask you what can be made to improve Strategus? At the same time I wanted to introduce myself and tell you my own answer to that question!






First, there is what the Strategus Tool Belt add-on was made for: heavily modify the UI
=> all the interface interactions that are used to properly run a faction, manage the fiefs and economy, run battles and wars or do lonewolf shit

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Second, but most important thing about the current Strategus: make in-game Strategus battles easier to manage for the factions, more interesting to join for the mercs
=> the Strategus battle application system itself needs to change so that battles are naturally balanced roster-size-wise, more rewarding for people to join and follow the flow

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Third, actual changes to Strategus mechanics: giving more options, modifying current ones
=> some things are good, but could be better; some things make no sense, and need to go; some things arent there, we could make it...

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There is probably a lot of stuff that in the end wont make it due to technical limitations, or simply because they are bad ideas in the end, and some other stuff might pop later and make it in.
There is also the real question of whether to implement all changes live in strat round 6 (and fuck up balance), or some of it, or none and wait for a new round?


I know some might see this thread as useless and strategus as dead forever, especially given the current circumstances, but I have faith, patience, time and a cooperative coder partner so lets go.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: hellou on April 17, 2016, 05:50:13 pm
No arms no battle.
No battles with less than (lets say) 500 men. So if you jihadharemqueenloveinside with only 60 men you should not be able to attack anyone.
One side has armed big army other side no = auto win.

Many trade activities add SD not take it away, thats how real market works or maybe you have played europa unversalis or such, so you may understand that trade add more trade not make less.

AI fiefs need better arms.
Mercenaries should get paid better, get more xp.
Big battles in prime time (means atleast 500 vs 500 armed armies).





Title: Re: [Community discussion] What can be improved on Strategus
Post by: pogosan on April 17, 2016, 06:15:00 pm
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 17, 2016, 06:19:21 pm
Strat battles need to give strat ticks and you collect crpg gold by playing - would hugely increase the willingness fr people to leave battle servers and play.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 17, 2016, 06:25:32 pm
REVEAL FORMULA FOR OBTAINING PROSPERITY POINTS
Title: Re: [Community discussion] What can be improved on Strategus
Post by: the real god emperor on April 17, 2016, 06:38:10 pm
I want to speak about raid gamemode.

Firstly I am aware Merc limits are dependant on troop amounts, though I am not sure if there are different limitations for Raid mode. If there isn't, Raid mode Merc cap should be around 20, instead of 50. The reason I find this reasonable is because factions that would use "raid" as a battle method would be small factions/clans with not too many allies. Logically speaking, you can't expect villagers to outnumber raiding parties by 2-3 times.
After a raid is won, attackers should have access (except production points) to the fief's administration for x amount of time after the battle.OR they should be able to loot the silver inside + everyone hiding inside the fief gets kicked out.
I don't see the logic behind "only troops in the village fight" in raid gamemode, that only creates empty, unpleasant battles - by empty I mean really empty, if there are 0 troops inside the fief during a raid you don't even have to show up atm, they automatically lose-  instead all the troops + population should fight like in normal battles.If this + Merc cap idea gets implemented together, it will fix the unbalance problem greatly, 100-150 armed raid parties would be efficient enough to raid.
Also another good idea I had; If you retreat in a raid, you get to keep your remaining troops, reducing the risk taken when attempting to attack an armed fief.
When all those combined, raid can be a gamemode that can be efficient for small factions with roster problems, with different pros and cons to siege gamemode.

Apart from that, I think speed formula should be rewritten, different goods having different weights thus effecting the speed for example, even making it all (equipments etc included) weight based could increase the efficiency of lightly armed parties.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Novamere on April 17, 2016, 07:14:09 pm
Sounds great!!!

First we should fix prosperity haha
Title: Re: [Community discussion] What can be improved on Strategus
Post by: GRANDMOM on April 17, 2016, 08:42:15 pm
REVEAL FORMULA FOR OBTAINING PROSPERITY POINTS

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Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 17, 2016, 09:55:41 pm
I also think XP/ticks should be increased by participating in strategus battles. "To what amount?" Is the real question, I think a fair minimum increase would be : +50% actual XP given, 1 strategus ticket every 3 minutes. Then tune it to a fine point after a while.
Gold given in strategus battles is another beast, you dont pay repairs so its essentially free gold, I dont know how big are the cRPG balancers about the gold economy but I think its something that need to be discussed a good while.
A possible compromise would be to use the reliability/performance formula to have a "mercenary paiement" automatically calculated in the form of cRPG gold or Strategus silver at the end of the battle, and automatically transfered in one go. The actual mercenary paiement of 1000 silver maximum is completely useless as it is, it could be retrofitted to something like that.


My greatest concern right now is mobile screen-friendly interface, because it takes me sometimes up to 10 minutes to move the map and check nearby fief's prosperity.

That would be kinda low on the priority list, but if the UI becomes neat then it should be fast and easy to make it mobile friendly.



- Make PP gain consistently happen every day the way it's meant to, perhaps at a designated time.

I dont even know why PP is so bugged, its the case for a few rounds now aint it? Is definitely there on the list with the dupe bug.
Even though I had an alternative to how PP works today, and make it so that each fiefs type starts with an arbitrary maximum amount of PP.
For example, a village would have 300 PP max, a castle 700, a city 1500, and it cannot go up from there. When someone resets, it is instantaneous, all PP are gone for a week, and then everything comes back and you can invest it again. But thats a pretty big change that could make the end game really interesting, or pretty stale.

If no big changes are planned, it will be just fix and tweaks.

- Make 'retreat' save troops, but not gear.

Probably something a bit more convoluted, but it would indeed change what retreats cost, while keeping in mind that it needs to not be exploitable.


- In Dupre's changelog he mentioned the distance multiplier for trade goods would increase, i have not see this to be the case yet. Might make things easier.

I dont think the actual trade formula is bad, but I would make it public and display it on the map accordingly. Maybe an increase but it depends on every other factor, no need to increase overall money output if the economy works as is.


REVEAL FORMULA FOR OBTAINING PROSPERITY POINTS

Prosperity is bugged too?


If there isn't, Raid mode Merc cap should be around 20, instead of 50. The reason I find this reasonable is because factions that would use "raid" as a battle method would be small factions/clans with not too many allies.


If I can tweak how battles work, roster will become non-problematic, so raid will probably be only changed around why would people do it, rather than make it possible for small factions, because small factions should be able to do everything the big ones can in the future.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 17, 2016, 10:43:24 pm
Prosperity is bugged too?
since year 2014 mb +- year
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Knute on April 17, 2016, 11:00:54 pm
Small

Medium

Large

Xtra-Large

1. Rework titles and allow clans to unlock special titles if your clan controls certain fiefs, based on connected fiefs in Warband. If your clan controls multiple regions, unlock even more special titles on up to King or Emperor, which would be very hard to achieve.

For example, if your clan controls a castle and it's connected village then whoever owns the castle would gain the rank and title of Knight or Sir. If you control a town and it's connected villages you gain the rank of Baron. If your clan controls a castle and town in the same region then the title of Count is unlocked and could be assigned or taken away by rank 10 members. If you control all fiefs in a region then Duke is unlocked and so on.

Clans could have the option to change the title to reflect the language and culture of their faction so you would have the option to pick titles like Bey, Amir, Boyar, Czar ect.

2. Automatic regional discounts and +0 starting loom status on certain types of gear based on the terrain and type of fief. Desert regions have deep discounts on middle eastern themed gear, snow regions have the same for Nordic gear, the steppe would have cheap horses and bows. This would add a new layer of strategy to the game with the benefits of controlling certain areas and help add roleplay. Towns would have the most expensive gear discounted, castles would have medium gear and villages would have lower-tier gear. You still get all the normal points to spend on customizing fiefs but they would all start with certain gear discounted.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 17, 2016, 11:50:05 pm
(click to show/hide)
too much work for nothing  :?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 18, 2016, 05:38:11 pm
too much work for nothing  :?

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Dont worry, I will not waste a single minute of your time behind this Vovka  :mrgreen:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Malaclypse on April 18, 2016, 07:12:03 pm
Good luck trying to improve upon perfection  :lol:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 18, 2016, 07:43:22 pm
Dont worry, I will not waste a single minute of your time behind this Vovka  :mrgreen:
u already wasted 1!
Title: Re: [Community discussion] What can be improved on Strategus
Post by: WITCHCRAFT on April 19, 2016, 02:05:18 am
Making information transparent as possible on the strategus map is the most important thing to me. Having info of fiefs/armies displayed by default instead of mouse-over, night time settings, etc.

Mobile-friendly strat website would be the best quality-of-life improvement possible but that seems like it would be its own separate project and not really doable without a dev that has experience doing mobile layouts. Some people can just barely use the strat website on their phone. I can't at all.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 19, 2016, 02:30:56 am
Butan, my love.

I have a question for you.

How hard will it be to implement ai bots in strat battles? Will they need custom pathing set on every map etc? Is it even possible for bot mechanics to withdraw equipment from the pool?

...  8-)
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 19, 2016, 01:02:34 pm
Making information transparent as possible on the strategus map is the most important thing to me. Having info of fiefs/armies displayed by default instead of mouse-over, night time settings, etc.

Mobile-friendly strat website would be the best quality-of-life improvement possible but that seems like it would be its own separate project and not really doable without a dev that has experience doing mobile layouts. Some people can just barely use the strat website on their phone. I can't at all.

Maybe its because I'm old but I didnt think that mobile-friendly would be so demanded  :lol:  will definitely put that higher on the list then  :o
I'm not sure if Chy has the skills for that, but if he does, then...

I totally agree with transparent information, I'm also inclined to add informations that are not available atm but would benefit the game. For example adding "unarmed/lightly armed/armed/heavily armed/shiny army" to fiefs, to analyze defensive potential easily and encourage attacks. Also if we can loot silver from people, adding a purse equivalent (poor/filthy rich) to parties to encourage attacks (again).


Butan, my love.

I have a question for you.

How hard will it be to implement ai bots in strat battles? Will they need custom pathing set on every map etc? Is it even possible for bot mechanics to withdraw equipment from the pool?

...  8-)

I dont know at all atm.
I already thought of many uses an AI could have over strategus, many of them would be incredibly game changing so not sure if good ideas  :oops:
The craziest of them would be to have strategus battles become commander battles only (I dont see that happening except if the community dwindle to nothing), then one player could be able to run a faction and do wars, a couple more players could help by commanding different AI groups. But it would devastate cRPG population since many enjoy Strategus battles for the "battle" part, in the sense that it is just like battle or siege gamemode.
A less crazy idea would be to have AI caravans run between fiefs, like in the single player, but a big part of Strategus is running caravans... so once again, not very inclined to do that.

But running caravans is a bit shitty atm since there is no waypoints system and no pixel to pixel terrain gamemode, will definitely add both if possibru.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 19, 2016, 01:29:36 pm
and this is the main problem of the strat. Most of the players can not take an active part since it takes too much time.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Knute on April 19, 2016, 05:11:28 pm

The craziest of them would be to have strategus battles become commander battles only (I dont see that happening except if the community dwindle to nothing), then one player could be able to run a faction and do wars, a couple more players could help by commanding different AI groups. But it would devastate cRPG population since many enjoy Strategus battles for the "battle" part, in the sense that it is just like battle or siege gamemode.


Have you played the commander mode in the Napoleonic Wars mod? On the most active server each team can have up to 19 players controlling groups of bots and the number of bots per player scales based on team size. So you can have a 19 vs 5 player battle and the side with 5 would just have more bots per player.

If it was possible to make a commander mode for Warband in general, that might be something that people who currently play other mods would want to check out.

Title: Re: [Community discussion] What can be improved on Strategus
Post by: njames89 on April 19, 2016, 05:30:38 pm
If possible make it so field battles occuring in the desert are fought on sand, in the tundra on snow, maybe even in forest with trees.

Kinda boring and immersion breaking to only fight on green grass.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 19, 2016, 06:03:50 pm
Have you played the commander mode in the Napoleonic Wars mod?

I did extensively, even participated in some semi serious commander battles events. There was also a time where there was a cRPG version of that, where the player controlled commander could not attack but only bump on horseback  :P

Ignoring the fact that it may not be possible to do that, I'm simply not sure people would enjoy this. I warrant that most of the casual players just enjoy strategus battles because its a less trivial battle/siege gamemode; if it turned out to become like the single player battles, I'm sure some would be rather unhappy.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 19, 2016, 08:08:49 pm

I dont know at all atm.
I already thought of many uses an AI could have over strategus, many of them..

Thats where my mind drifted to as well. I was thinking about ways to make taking neutral fiefs a little more interesting.
This strat we had people simply not showing up for defenders at all, in order for wiping the fiefs population etc.
Or players kept attacking things late at night, having no to very little equipment at all. If a few bots would spawn with proper skillsets, at least it would have some defense.
Before they seperated NA from EU, these things werent as much a problem as they are now, since roster filling was easier at any hour.

Im still pondering and trying to give my idea more shape.
But here is how far ive gone yet.

I was thinking about villages, castles and towns all having a diffrent set amount of bots spawn always.
Take a town with 25 bots (example), so you need quite a few attackers.
Now lets take a town 25 bots, and for every player that signs up and is present at the battle 1 bot will be replaced. So IE 5 players show for town defense means, 5 players + 20 bots.
And whenever a defending player leaves the battle, a bot retakes his place.
Bots cannot destory ladders, or put back up flags and have only few commands, this way bots dont influence strat too much, and strat would still rely on the players skill and input as its always done.
Perhaps even going as far to implementing some bot AI defense on and off switch for fief owners. When switched "off", the defense relies on players only. When switched "on" the fief will start "recruiting" and costs gold, and every "recruit" bot the upkeep rises. This way players cant simply switch the bots on whenever they see an attack coming, without cost and full numbers.


One issue i would see is DTV style bot slaughter. Where 1 person simply rides up to the village, aggro's the bots.. and kites them around...
Or one player moving forward, and goes around the castle.. bots will try move to him and they all start hugging the walls, leaving the front exposed.
When there are no commanding players present to call them back.

It should cover alot of the issue's we have, but it might also create alot more... perhaps i'm overthinking to much.
For me personally it would somewhat give back the feeling of massive battle's. 10vs10 players on a huge town map, were we all just run around putting down and upping flags.. doesnt resemble much of a siege :)
Or when one or two people attack a castle in the middle of the night. "RP"wise the local gate guards would have no problem shooting the trespasser down... no reason for the lords and ladies to stay up all night, or be called out of bed  :lol:
Maybe someone can take the idea, and give it a spin.. as its lacking :P

Not sure about AI caravans trough... it would need to be quite inefficient. So Kingdoms that are ran by players actually being caravans should reap its rewards.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 19, 2016, 09:12:29 pm
AI fiefs problems and roster problems should be solved using other methods. I personaly think that random/semi-random/vote fief distribution at the beginning of the round is superior to AI fiefs, so if confirmed this is one problem less. Roster problems should be solved by increasing rewards for participants, and changing the system to that its nearly impossible to have a roster imbalance (see first page). I dont know if the servers would take it, but encouraging prime-time heavily would also solve most "there is noone awake to participate" problems.

But there is still reasons to have artificial intelligence somewhere in strategus, I keep my ears open for the long haul.



A question... I havent played much the first rounds of strategus, when there was EU/NA on the same map. Would it be a good idea to revert to that? How did it work back in the day, precisely?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 19, 2016, 10:16:49 pm
A question... I havent played much the first rounds of strategus, when there was EU/NA on the same map. Would it be a good idea to revert to that? How did it work back in the day, precisely?

It didnt. Since EU attacked NA at their time and vise versa. wich resulted in EU or NA attacking them when they knew the opposite side would be sleeping.
And the defending side plays on his server. So when EU attacks NA, EU would be playing on NA latency. Players mostly just avoided attacking and complained about lag.

At some point a night timer was set. Where players could set a timer between wich hours he couldnt be attacked.  The time of battle would be pushed. but this was also very open to abuse.

It simply didnt work, and both sides wanted their own sandbox. And smaller clans wanted to fight smaller clans, the combined map was simply to small.


Title: Re: [Community discussion] What can be improved on Strategus
Post by: blizz on April 19, 2016, 10:43:23 pm
Not sure if someone said this cuz i was too bored to read all the posts but one thing that ive always thought would be badass on strat is boat battles. pls add
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 12:43:38 am
Not sure if someone said this cuz i was too bored to read all the posts but one thing that ive always thought would be badass on strat is boat battles. pls add

Would need mappers to do naval maps where two boats are attached to each other and do boarding action :mrgreen: I'm no mapper so... and if there cant be battles on the sea, moving on the sea would = invincible, so no.


It didnt. Since EU attacked NA at their time and vise versa. wich resulted in EU or NA attacking them when they knew the opposite side would be sleeping.
And the defending side plays on his server. So when EU attacks NA, EU would be playing on NA latency. Players mostly just avoided attacking and complained about lag.

At some point a night timer was set. Where players could set a timer between wich hours he couldnt be attacked.  The time of battle would be pushed. but this was also very open to abuse.

It simply didnt work, and both sides wanted their own sandbox. And smaller clans wanted to fight smaller clans, the combined map was simply to small.

So there is nosystem where EU/NA would be on the same map AND fair?   :(
Title: Re: [Community discussion] What can be improved on Strategus
Post by: sJimmy on April 20, 2016, 12:48:16 am
Go back to one map.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 12:49:03 am
Go back to one map.

But its bad?
Jambi discussed the bad points, elaborate on the good ones  :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 20, 2016, 01:02:24 am
We actually were super active in strat 2 when map was combined.  It was a lot of fun having na/eu allied against other na/eu.  There were always battles going on and they would be filled with somebody whether it was NA/EU/China/etc.

Downside is it took a motivated group of people to play that way.  I honestly don't think this community is active enough anymore or cares enough to show up for 2 am battles.  Also, I don't think any of us in NA want to play with the DRZ and Grey Order who habitually cheat and have more members than the rest of EU plus NA combined.  (Kind of reminds me of that movie about Stalingrad - made up for in numbers what they lacked in skill or training). 

But really last time we fought DRZ in EU we whupped them good, and they just resorted to cheating and glitching - actually why devs shut down strat 2.  They were mass signing for ai city defense that they were attacking then all no showing in hopes of flag capping (back then ai cities were a LOT harder to take since gear was more around yellow tunic over mail level for entire strat).  They also would have 3 fief owners they would transfer back and forth to, each with an 8 hour nighttime starting at the end of the other person's so it was a continuous 24 hour nighttime - lot easier to do since they agve all their cd keys to their leaders who would just do it themselves.


So to sum up - yes, lot of fun to combine NA/EU and would help with dwindling population of mod on only 1 condition - UIF gets there own separate island where they can circle-jerk each other all strat.  No ships or boats.


MAIN THING - we have to have strategus give crpg gold and strat ticks in order to get people to switch from eu1/na1 to eu3/na3.  Still a lot of players on na1, but strat dying with them not motivated to play in strat battles.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Malaclypse on April 20, 2016, 01:04:00 am
I think we should have a combined map, with all battles fought on CHN or AUS server, so it's horrible for all EU/NA players.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 01:33:19 am
When the map was combined, there was still a timezone split along the middle amiright? Would gladly hear more opinions about how it all worked back then.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: sJimmy on April 20, 2016, 01:47:08 am
1 Map, forces EU and NA to work together, which I think is a good thing. More people playing. I think it worked on who owned the Fief the server the battle would be on NA or EU. I don’t remember.

Add voting to fiefs, I know in Strat 4 that worked out well and where tons of battles.


When playing cRPG and not in a Strategus battle get cRPG gold, Experience, Strategus Sliver and Troop Ticks.

When playing cRPG in a Strategus battle get get cRPG gold, Experience, Strategus Sliver and TroopTicks
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 20, 2016, 01:51:48 am
When the map was combined, there was still a timezone split along the middle amiright? Would gladly hear more opinions about how it all worked back then.

Basically defender got to choose server in their settings and attacker could attack whenever.  So EUs would attack NA during their work hours and NA would attack EU during their 3-6 am sleep hours.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 09:55:11 am
But really last time we fought DRZ in EU we whupped them good, and they just resorted to cheating and glitching - actually why devs shut down strat 2. 
If i remember it right
1st u attack city with 10 man and cap it in the midle of the night with 3vs1 battle cos all of u spawned inside the walls cos of bug. Then due another bug like 4 or 6 ur accouns stay in the field and get troops exponentially rather than to die from lack of gold so for like 5-10hr each of them had a few thousand troops  :P

http://forum.melee.org/strategus-issues/troops-resupply-bug/msg219058/#msg219058 in case if anyone is interested in the truth and not the Kesh stories  :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Torben on April 20, 2016, 11:05:38 am
considering improvement:
as implementing more detailed places of strategic value to the map ( http://forum.melee.org/suggestions-corner/give-the-strat-map-more-places-of-strategic-interest/ )
would be too much work,  mayhaps at least give different fiefs different purposes?

so to make trade even between factions that might not like each other more interesting mayhaps limit the kinds of weapons and armors each fief sells?
every fief sells all low tier gear,  but medium and high tier shit is scarcely distributed. also some things can only be loomed to +3 in certain fiefs.

in an ideal world s&d or production points would be generated by trade,  and would also directly influence the amount of poplulation / garrison a fief can have. but that is probably too much work.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 12:06:39 pm
- Possibility of construction of new fefs with the restriction on the minimum distance from each other
- production based on pixels type in radius 500-1000-1500m
- possibility for players of gather resourses based on pixels type in radius 200m
- change prosperity point to labor points (LP)
- return the ability to convert troop-pop pop-troops
- players and fiefs generate pop (% from current pop), pop generate LP, LP+resourses are spent for building and crafting
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 03:08:20 pm
Lots of good points.

Quote from: Torben
mayhaps at least give different fiefs different purposes?

The problem with that, is that if a faction can only grab a village, if villages are specifically X thing, how does that faction can do Y,Z ? I think the current approach is good, fiefs can be set to be anything, but the number of available upgrades give a limited window.


Quote from: Vovka
Possibility of construction of new fefs with the restriction on the minimum distance from each other

Time honoured fiefs is a large part of Strategus lore, I think it would be best to not change that.
Also since fiefs are directly linked to maps, and maps have a huge importance on defensive potential etc... Even if we could randomly set maps to fiefs we create, it could create imbalances.

I know it would refresh the experience of everyone to have a kind of new map, or at least more dynamic, but there is just too much at stake.


A compromise to that would be the ability to settle fiefs at the beginning of the round, which would be used as a "voting to fiefs" function. X people would be needed to settle a fief, and the fief would be given to one of the "settler" randomly. No more AI fiefs, and people would be rewarded for organising their members to gather at certain places and build their kingdom. If that system is employed, it would be a big incentive for people to "prepare" their faction, recruit members, draw claims and plans, before the round starts, which would guarantee a big playerbase right off the bat.
Also if fiefs can be settled, they could potentally be unsettled destroyed...  8-)

If settling is impossible, voting for fiefs or random distribution are the closest ideas. Any other ideas to eliminate AI fiefs + give an interesting start?



Quote from: Kesh
Basically defender got to choose server in their settings and attacker could attack whenever.  So EUs would attack NA during their work hours and NA would attack EU during their 3-6 am sleep hours.

My take on nighttime is that it should be "forced on, server set", and individually managed for EU and NA.
People who "join" strategus need to choose either EU or NA before spawning, can only be reset by special admin actions with a proper justification (no "I want to exploit").
EU set players have enforced nighttime which pushes all battles toward EU primetime, priority to defenders.
NA set players have enforced nighttime which pushes all battles toward NA primetime, priority to defenders.

EU/NA nighttime/primetime to be decided.

This could create "choke points" where the servers have too many battles, especially if we manage to increase strategus popularity. We might need more servers for this system to work, and I've been told that it wasnt impossible, so fingers crossed.
If that was possible it would mean there would be near no battles during the wee hours and the work day (even in the week end) which is bad for certain people but good for most.
In that situation, one map for EU/NA would be conceivable with the least tears possible.



Quote
so to make trade even between factions that might not like each other more interesting mayhaps limit the kinds of weapons and armors each fief sells?
every fief sells all low tier gear,  but medium and high tier shit is scarcely distributed. also some things can only be loomed to +3 in certain fiefs.

Quote
- return the ability to convert troop-pop pop-troops
- players and fiefs generate pop (% from current pop), pop generate LP, LP+resourses are spent for building and crafting

Fiefs management will vastly stay the same, but there is a couple changes that I think will benefit the game, namely:

- removing discounts + removing malus to reselling
- changing from "all items are available at -1" to "no items available at all" in unspecced fiefs
- invest PP to open each specific shops at +0 items (body armor, throwing weapons)
- invest more PP in a shop to give +1 to all, +2 to all, +3 to all, each +1 = +10% value
- when an item breaks, it goes straight to -1, -2, or -4 (even if started at +3), each -1 = -10% value
- breaking should not be 100% guaranteed, more like 25-50% for each individual items (like how repair works in general)

So if you want a +3 army, you gotta pay a lot for the increase in efficiency. And when such an army gets dented, the reselling is hardly close to the initial cost.
An army of +0 would be way cheaper guaranteed, and reselling the broken pieces after, would be close to the initial cost.

So there would be a real decision between "should I make more +0, or less +3?". Quantity, or quality? Instead of the actual no-brain, everything to +3 discounted and produced en masse.
Capturing gear would become a very beneficial way to make money too.


There will also be a change to population/crime and maybe the introduction of a new parameter.
Converting pop to troops and troops to pop should be a reality, but will need to be monitored closely.



Crafting will, I think, stay AI controlled. From what I gathered from the past, crafting was a bit broken when player controlled, and boring, no?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 03:17:54 pm
Also since fiefs are directly linked to maps, and maps have a huge importance on defensive potential etc... Even if we could randomly set maps to fiefs we create, it could create imbalances.
fiefs is just a list with cordinates? no? map inbalanced look at the desert <3
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 03:30:46 pm
fiefs is just a list with cordinates? no? map inbalanced look at the desert <3

I dont know if its just coordinates. What I feel is that it would take a lot of effort to make it work and potentially break the game. You are welcome to argue otherwise ofc.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: pogosan on April 20, 2016, 04:02:21 pm
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 20, 2016, 05:09:10 pm
I personally don't like  the voting system, completely removes small loners factions and gives advantages to big ones right from the start. Don't have ideas on fiefs distribution though.

Yeah voting not good, bots would even be better, just something to force battles for cities and castles that otherwise never get fought over in entire strat.  Then enemies attack it while you are weakened after losing a lot to ai in taking it in the first place.  Voting leads to camping fiefs big time.

Also, Butan that push to EU primetime if EU defending would make no one attack, because then they have both primetime advantage AND server advantage - guaranteed loss for any NA attacker and vice versa if EU attacks NA.

Really, really need strat to give crpg gold and strat ticks as part of fighting in strat battles with your performance maybe effecting your rate, but it should be regular just like battle ticks.  Would motivate a lot of playerbase to come back to strat.

Looking back at those old forum pages on issues, having ai towns having 1 million gold and castles 500,000 really made strat more active because everyone was duking it out over the few villages.  Just make sure once they take castle or city players dont get the gold or any equipment bought with it, so non-exploitable.  Taking ai castle more of a challenge for the PP.


P.S. Vovka - horrible example - a bug happened in game that we instantly reported to IRC (unlike you who had been "testing" bug for a while it sounds like and ever reported to devs) and retreated from the battle and waited until it was fixed, which back then they fixed bugs almost immediately.  If anything your link confirms how much you guys cheated and abused bugs instead of reporting them.  Also, noticed it was strat 3 - the one we quit for star wars because of all the bugs and slowwwww carvan movement.  To bad forum doesn't date back to strat 2 or 1 - tons of examples of you cheating in that war against us, especially once you started losing.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 07:27:41 pm
Also, Butan that push to EU primetime if EU defending would make no one attack, because then they have both primetime advantage AND server advantage - guaranteed loss for any NA attacker and vice versa if EU attacks NA.

If that is coupled with lots of incentive to participate, why would it be impossible for a NA attack on EU primetime+ping to succeed?
From what you told me, without nighttime it meant that EU attacked while NA was away, and NA attacked while EU slept... not really good either I think!

It would make NA attacking EU and vice-versa, naturally harder, but playable for all, with support from the other side of the Atlantic and a little effort.

Also EU and NA primetime could start at an hour which is at the end of the primetime of the other, if you know what I mean? There is 1 or 2 hours where both EU and NA primetime are superposed. So there would be that much time to do battles at a reasonable time for everyone.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 07:30:05 pm
tons of examples of you cheating in that war against us, especially once you started losing.
Sleep well, my sleeping princess, I will not awaken you from your uatistic sleep
Also, noticed it was strat 3 - the one we quit for star wars because of all the bugs and slowwwww carvan movement.
(click to show/hide)
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Knute on April 20, 2016, 07:32:03 pm
One downside of putting EU/NA back on the same map would be when you're all crammed into a small area and need to travel to trade, people would be less likely to start wars with neighbors. This is a map I made back in 2011 (nerd alert) when people were discussing the same issue and how to resolve it the next round. Red and blue colored areas/factions were fighting each other at the time and green areas were just chilling.

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If we did go back to one map, maybe a way to mix it up would be to do something like this with the EU and NA zones spread out so players would have to travel through both types of areas. It might encourage collaboration between EU/NA factions so there'd be a better chance of roster support at all hours and create some good drama.

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Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 07:37:09 pm
One downside of putting EU/NA back on the same map would be when you're all crammed into a small area and need to travel to trade, people would be less likely to start wars with neighbors.

Can you elaborate on why people would be less warlike in such a situation?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Knute on April 20, 2016, 08:21:27 pm
Can you elaborate on why people would be less warlike in such a situation?

When you have to travel to trade and it takes a long time to equip armies, there's greater risk of getting wiped out if you start a war with someone nearby. Then once you don't have a fief it takes even longer to put together an army so when NA was crowded on to a small reservation with not many fiefs to go around, the majority of the players formed a large block in the north and fought against a block in the steppe area, so it really limited options.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 20, 2016, 08:33:03 pm
There is 1 or 2 hours where both EU and NA primetime are superposed.

Wait... what?
NA is 6-10+ hours behind me (EU).
And the russians have wacky timezones also, and there are alot of them playing strat :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 08:33:50 pm
When you have to travel to trade and it takes a long time to equip armies, there's greater risk of getting wiped out if you start a war with someone nearby. Then once you don't have a fief it takes even longer to put together an army so when NA was crowded on to a small reservation with not many fiefs to go around, the majority of the players formed a large block in the north and fought against a block in the steppe area, so it really limited options.


Doesnt this apply even without NA/EU combined on 1 map though? I understand that a bigger player concentration can exacerbate the problem, but isnt that just player conducted diplomacy?  :mrgreen:
I really want to hear every side of the idea, so if you want to elaborate even further (you or someone else) be sure to do so, it really helps me because as I said, I wasnt a big strategus player back then, so I have things to learn!


There is 1 or 2 hours where both EU and NA primetime are superposed.
Wait... what?

When western europe and eastern USA can drain a good number of players, at the same time.
God bless west coast and eastern europe but it would be a bit too far a call to mitigate :mrgreen:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 08:49:28 pm
When western europe and eastern USA can drain a good number of players, at the same time.
I can not persuade players to come to the fight Shiny vs Shiny with 90ping server are you sure that he will come to fight with 200 ping?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 20, 2016, 08:51:28 pm
When western europe and eastern USA can drain a good number of players, at the same time.
God bless west coast and eastern europe but it would be a bit too far a call to mitigate :mrgreen:

That means the americans would start coming on around 12-1AM. in eu
And then a battle would take 30 minutes to 1+ hour.
You think "normies"can go to bed that late and go back to work early in the morning.
And attacks should realy have to be planned out to catch that 2 hours of "superposed" timezones.  That would mean no more ambush, or catching people on the move.

I mean, i dont care... i play thru the night. My gf been angry at me about it so many times, and i sat thru her bullshit... that she eventually simply gave up caring. But not everyone has that fortitude, it takes dedication man...  :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 09:02:05 pm
I can not persuade players to come to the fight Shiny vs Shiny with 90ping server are you sure that he will come to fight with 200 ping?

Dont forget that under the current example, that would be if you decide to attack a NA faction and are prepared for what it cost you.
Also it would be coupled with other ideas that would auto-persuade players to join and help you, NA players too  :mrgreen:

Also remember we are brainstorming, it is not necesarily what will happen, thats why we discuss.


That means the americans would start coming on around 12-1AM. in eu
And then a battle would take 30 minutes to 1+ hour.
You think "normies"can go to bed that late and go back to work early in the morning.
And attacks should realy have to be planned out to catch that 2 hours of "superposed" timezones.  That would mean no more ambush, or catching people on the move.

I mean, i dont care... i play thru the night. My gf been angry at me about it so many times, and i sat thru her bullshit... that she eventually simply gave up caring. But not everyone has that fortitude  :P

Playing through the night beats pretending to be sick to avoid workday or waking up at 4am though!

Ambush could still happen, heavily depends on what would be primetime for each and everyone. It is still to be decided.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 09:17:43 pm
Also remember we are brainstorming, it is not necesarily what will happen, thats why we discuss.
instead of looking for ways to attract new players and increase the player base you are trying to find a way to force the remaining play (or adapt the strat at a small number of players) and it makes me sad  :?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 09:30:18 pm
Dont be sad it makes me sad  :|

Find me a way to make EU/NA combined on 1 map have the less night-workday attack exploits :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: WITCHCRAFT on April 20, 2016, 09:55:26 pm
Not sure if someone said this cuz i was too bored to read all the posts but one thing that ive always thought would be badass on strat is boat battles. pls add

Have you played the Viking Conquest mod for M&B Warband? I picked it up for like 2 dollars because steam sale. It has awesome boat fights, you can even steer/move your boat. A lot of people don't like it, but I thought it was pretty good for a single player campaign.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 20, 2016, 09:57:10 pm
Dont be sad it makes me sad  :|

Find me a way to make EU/NA combined on 1 map have the less night-workday attack exploits :P
No  :twisted: seperate NA from EU this is the best that has happened on the strat  :P after forming uif of course  :mrgreen:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 20, 2016, 11:12:09 pm
No  :twisted: seperate NA from EU this is the best that has happened on the strat  :P after forming uif of course :mrgreen:

You have lost allllllll credibility!  :P

If going back to 1 map is so bad it wont be done... But I think it would shake up our world and make things interesting.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 21, 2016, 01:59:04 am
One thing trough, and i hate to say it.. but:
The player base on regular servers is already quite low. If we make it so, that people sole can play strat get ticks/silver etc etc thru there.. even less will play.
To take my own for example. I only play EU1 or EU2 whenever i need more strat ticks, and when i have enough i dont bother.



it would shake up our world and make things interesting.

Dont shake it to hard, you might get some unwanted suprises.  :P

Title: Re: [Community discussion] What can be improved on Strategus
Post by: _RXN_ on April 21, 2016, 10:24:42 am
One thing trough, and i hate to say it.. but:
The player base on regular servers is already quite low.

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Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 21, 2016, 01:37:22 pm
One thing trough, and i hate to say it.. but:
The player base on regular servers is already quite low. If we make it so, that people sole can play strat get ticks/silver etc etc thru there.. even less will play.
To take my own for example. I only play EU1 or EU2 whenever i need more strat ticks, and when i have enough i dont bother.


I said that in another thread too.
Noone wants to kill cRPG to make Strategus alive, not even me though I place Strategus above.
My goal is to increase Strategus popularity and leave room to make cRPG benefits from it as well.


Dont shake it to hard, you might get some unwanted suprises.  :P

Most of the changes that will be implemented will only shake Strategus, not change it altogether.
I want to improve the concept, not create a new game  :)
That means less chance for unwanted surprises.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 22, 2016, 05:59:57 pm
On the topic of EU/NA nighttime, here is the current plan:


General plan:

1/ when you spawn you have to select your timezone reference: EU or NA.

2/ EU will use CET/CEST timezone (Central European Time), NA will use CDT/CST timezone (Central USA Time).

3/ EU and NA will have a set 14 hour nighttime between 3:00 and 17:00 (no battles can start between those hours)

A manual nighttime override will be available in the battle panel: if both the attacker and the defender vote for overriding nighttime within the hour following battle lock-up state, the battle will then proceed 24 hours later whatever the time is (week end, holidays, special events).


EU vs NA, NA vs EU plan:

1/ When a EU party attacks a NA party/fief, it will give two options to the EU attacking party:
- fair-play time = pushes the battle to minimum 00:00 for EU, minimum 17:00 for NA (battle will be held on EU ping)
- automatic time = uses automatic nighttime push (battle will be held on NA ping)

1/ When a NA party attacks a EU party/fief, it will give two options to the NA attacking party:
- fair-play time = pushes the battle to minimum 17:00 for EU, minimum 00:00 for NA (battle will be held on NA ping)
- automatic time = uses automatic nighttime push (battle will be held on EU ping)

Fair-play time will be selected by default in the battle panel whenever there is a battle concerning two different timezone referenced parties.
You can change the time used only from fair-play to automatic once.
You cant change your timezone after it is set, you can only ask an admin to do it for you as long as the request is justified (joining a NA/EU faction, moving out IRL).

The reasoning behind the ping used in case of NA-EU wars, is to reward fair-play and encourage to select a time where both communities can participate en masse.
If automatic time is used, it might give a roster advantage to attacker, but they will suffer a ping disadvantage.


Discuss, and point fingers at weak links. This might not be the perfect EU-NA co-existence formula, looking for community input.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: ARN_ on April 22, 2016, 07:27:08 pm
On the topic of EU/NA nighttime, here is the current plan:


General plan:

1/ when you spawn you have to select your timezone reference: EU or NA.

2/ EU will use CET/CEST timezone (Central European Time), NA will use CDT/CST timezone (Central USA Time).

3/ EU and NA will have a set 14 hour nighttime between 3:00 and 17:00 (no battles can start between those hours)

A manual nighttime override will be available in the battle panel: if both the attacker and the defender vote for overriding nighttime within the hour following battle lock-up state, the battle will then proceed 24 hours later whatever the time is (week end, holidays, special events).


EU vs NA, NA vs EU plan:

1/ When a EU party attacks a NA party/fief, it will give two options to the EU attacking party:
- fair-play time = pushes the battle to minimum 00:00 for EU, minimum 17:00 for NA (battle will be held on EU ping)
- automatic time = uses automatic nighttime push (battle will be held on NA ping)

1/ When a NA party attacks a EU party/fief, it will give two options to the NA attacking party:
- fair-play time = pushes the battle to minimum 17:00 for EU, minimum 00:00 for NA (battle will be held on NA ping)
- automatic time = uses automatic nighttime push (battle will be held on EU ping)

Fair-play time will be selected by default in the battle panel whenever there is a battle concerning two different timezone referenced parties.
You can change the time used only from fair-play to automatic once.
You cant change your timezone after it is set, you can only ask an admin to do it for you as long as the request is justified (joining a NA/EU faction, moving out IRL).

The reasoning behind the ping used in case of NA-EU wars, is to reward fair-play and encourage to select a time where both communities can participate en masse.
If automatic time is used, it might give a roster advantage to attacker, but they will suffer a ping disadvantage.


Discuss, and point fingers at weak links. This might not be the perfect EU-NA co-existence formula, looking for community input.
This actually sounds great and might make me interested in strat again!
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 22, 2016, 08:22:25 pm
(click to show/hide)
will only work for a randoms who make 1 attack 100 vs 100 without the need to block the reinforcements or re attack on the next day
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 22, 2016, 08:29:21 pm
will only work for a randoms who make 1 attack 100 vs 100 without the need to block the reinforcements or re attack on the next day

If huge changes to battle timers are set in place, reinforcements will be tweaked to work with those said changes.


Also, you quoted the entire post, I am not sure what you were refereeing to exactly.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 22, 2016, 08:49:05 pm
If huge changes to battle timers are set in place, reinforcements will be tweaked to work with those said changes.


Also, you quoted the entire post, I am not sure what you were refereeing to exactly.
between night time NA and EU there is only a three hour window if i got it right (and for russia it from 3 am to 6 am ))
https://docs.google.com/spreadsheets/d/1UT0sZSzqBuoMRVQK4yO_ezhIltx2CvWJFJRc52YJB_w/edit?usp=sharing

- fair-play time = pushes the battle to minimum 17:00 for EU, minimum 00:00 for NA (battle will be held on NA ping)
and it seems to be an impossible condition
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 23, 2016, 12:27:18 am
Butan, very well thought.  I think it would actually work pretty well.  Nice job.


Haven't heard back though - any chance we can add crpg gold ticks and strat ticks for participation in strat battles?  We really really need something to get people motivated to participate in strategus again.  Reward system would do wonders.


Also, maybe a ranking system, where the more battles you participate in and do well in, the greater your rewards or the more troops you can move around with like a warlord?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 23, 2016, 12:39:51 am
between night time NA and EU there is only a three hour window if i got it right (and for russia it from 3 am to 6 am ))
https://docs.google.com/spreadsheets/d/1UT0sZSzqBuoMRVQK4yO_ezhIltx2CvWJFJRc52YJB_w/edit?usp=sharing
and it seems to be an impossible condition


Indeed, there is only an enjoyable 3 hour windows to fight EU-NA battles!

Within the structure I developed:
From the central european point of view, NA nighttime would be from 10:00 to 00:00!
From the central americans point of view, EU nighttime would be from 20:00 to 10:00!

So there is not much room for good battles between timezones.
The game will encourage people to make the better choice so that it happens more.



Of course, people living in places away from central america and central european time will suffer from certain oddness... I am afraid we cannot make everyone happy though  :?
And the people of China still have 0 strategus server, else I would be inclined to try to make them a room too. Dupre is making me confident that we can tinker with servers a bit, but I do not know yet how far.



Haven't heard back though - any chance we can add crpg gold ticks and strat ticks for participation in strat battles?  We really really need something to get people motivated to participate in strategus again.  Reward system would do wonders.

Also, maybe a ranking system, where the more battles you participate in and do well in, the greater your rewards or the more troops you can move around with like a warlord?

I dont know the maths yet but rewards will be increased accross the board for sure. XP is a given, strat ticket is a given (in small measures), silver would be neat (still no idea how to implement) gold is less certain but will try.

The "reliability" and "performance" ranking will most probably be re-used to work in conjunction with other new parameters.
Totally new ranking options wasnt in my brainstorm list but now it is, thanks  :D
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 23, 2016, 12:59:57 am
bad
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 03:53:51 am
(click to show/hide)

Nope i dont like the idea at all!
If more then 1 battle gets pushed on a day, your going to end up with crazy night-time hours anyways. This will happen, since NA and EU combined on 1 map wll make for more players and more diffrent clans fighting eachother.
And this can also easly be abused to make crazy times, by making silly fights, and pushing the timers on purpose with fair timer option.

And the people of China still have 0 strategus server, else I would be inclined to try to make them a room too.
Diffrence is, China never been part of strat, while russians have been a major factor in strat.  Cant just simply now make some new rules and options... and say:" well too bad for russia.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 23, 2016, 04:22:47 am
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NA(CDT) have -7 from EU (CEST) not +7 ? no?

First block of bars for NA or for EU?

https://docs.google.com/spreadsheets/d/1UT0sZSzqBuoMRVQK4yO_ezhIltx2CvWJFJRc52YJB_w/edit#gid=0
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 04:26:51 am
NA(CDT) have -7 from EU (CEST) no?

Yeps -7

CDT time now (Chicago) 22 April
21:26:16

CEST time now (Brussels) 23 April
04:26:16

summer time / daylight saving time
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 23, 2016, 05:06:09 am
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so if i got it right where is no difference between "fair" and "auto" except that the attacker chooses Ping and the choice is obvious  :? So now as EU i will be forced play on NA ping cos of random fuckers XD
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 23, 2016, 05:11:54 am
Butan, implement it.  We can always tweak the hours slightly after its up and going and we can get more feedback while in use.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 05:21:32 am
Butan, implement it.  We can always tweak the hours slightly after its up and going and we can get more feedback while in use.

Eh. hehe cool story Keshian.  :lol:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 05:35:32 am
If you implement it now, with the idea that you can make changes later... you sure havent learned about this community yet, and biased how people will vote when things going their way.. regardless of how it might suck for others and how broken it is.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 23, 2016, 05:43:02 am
will be nice if before implement it u make a test battle list
EU attack EU 1 per hour
NA attack NA 1 per hour
EU attack NA 1 per hour
Na attack EU 1 per hour
in same time

i bet it will be fucking mess XD

also in such a system would be the case when the same faction will have battle on two different servers at the same time  :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: hellou on April 23, 2016, 06:46:58 am
Butan, very well thought.  I think it would actually work pretty well.  Nice job.


Haven't heard back though - any chance we can add crpg gold ticks and strat ticks for participation in strat battles?  We really really need something to get people motivated to participate in strategus again.  Reward system would do wonders.


Also, maybe a ranking system, where the more battles you participate in and do well in, the greater your rewards or the more troops you can move around with like a warlord?

Total agree about rewards. Maybe more strat battles more ticks more troops gain rate.

Would be nice to have EU/NA1 as free hunting servers without banner balance and EU/NA3 as clan battle servers.
In past warlord was the guy who was best warrior, so I would like to see that the k/d or damage output influence the rewards.
It would not only be a nice simulation of middle ages but also prevent people from xp battles where they let temselves mass kill for xp, no kill no rewards.
On the other hand the information about performance needs a redone/remove because if you defend neutral fiefs you cant have always good k/d, that information prevent some ego players like habimanqa or varadin from merc for neutrals.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 07:15:13 am
I would like to see that the k/d or damage output influence the rewards.
It would not only be a nice simulation of middle ages but also prevent people from xp battles where they let temselves mass kill for xp, no kill no rewards.
On the other hand the information about performance needs a redone/remove because if you defend neutral fiefs you cant have always good k/d, that information prevent some ego players like habimanqa or varadin from merc for neutrals.

Wouldnt realy work, if you have played strat battle's you would know. Some people are assigned not to fight at all, but simply to defend, scavenge or build things. Thus getting no , to very few kills... automaticly a bad performance K/D or score wise.
And also with the diversity of builds we got, score or K/D doesnt give a clear picture on how you actually performed.

It would be a choice of the commander realy, as its always been. I have merc'ed myself out in the past, where commanders would dish out rewards to top scores etc or people doing very well in battle, to motivate people and make them sign up for them.
Or - If you want a reward, you check and ask payment when you sign up for a roster.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: hellou on April 23, 2016, 07:32:11 am
Jambi, builders will get their regular xp, silver, gold, ticks but no rewards like bonus=more xp, ticks, silver, gold, troops gain rate.
I wrote k/d or damage output.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 07:35:24 am
Jambi, builders will get their regular xp, silver, gold, ticks but no rewards like bonus=more xp, ticks, silver, gold, troops gain rate.
I wrote k/d or damage output.

Yep i got your point.
But im argueing how that would be fair, with  players that have roles or builds  that dont involve killing or generating alot of score.

Being a builder... or standing at your flag defending it.. picking up weapons and bringing them back for the entire battle, are already very boring tasks. Adding rewards for score or higher K/D's will only demotivate these sort of tasks even more.

Every role in battle is as important as the other, and all are needed. Giving them diffrent gold/xp etc rewards/bonuses, is a silly thing in my opinion.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Flans on April 23, 2016, 09:53:51 am
Yep i got your point.
But I'm arguing how that would be fair, with  players that have roles or builds  that don't involve killing or generating a lot of score.

Being a builder... or standing at your flag defending it.. picking up weapons and bringing them back for the entire battle, are already very boring tasks. Adding rewards for score or higher K/D's will only demotivate these sort of tasks even more.

Every role in battle is as important as the other, and all are needed. Giving them different gold/xp etc rewards/bonuses, is a silly thing in my opinion.

It is almost always the clans own men that do the tasks you are talking about which means they can easily ask they faction leader/clan leader for a reward.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 23, 2016, 10:34:58 am
It is almost always the clans own men that do the tasks you are talking about which means they can easily ask they faction leader/clan leader for a reward.

But so can the players that are tasked with producing good scores and K/D's ?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Flans on April 23, 2016, 12:07:50 pm
But so can the players that are tasked with producing good scores and K/D's ?

The system would give the bonuses to all players that are doing well,most clans would not reward 20 players.The faction/clan leaders are limited to rewarding a few players. I know every player is walking in millions but if players want rewards for all battles which the system would provide those millions would go down,

So the reward system should be implemented and clan leaders can just reward the few that although are being helpful are not recognised by the system.

This would bring people to even the small battles as they still get the rewards for them "To an extent"
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 23, 2016, 12:17:45 pm
I made a mistake, misjudged NA and EU point of view, when looking at a someone else nighttime.
Ignore the image I made, it actually managed to confuse myself and make me write a couple errors.


Cant just simply now make some new rules and options... and say:" well too bad for russia.

"Too bad for russia" in which situations though?
Today, when you attack a NA at a good time for Russia, the battle will be at around midday for them. Too bad for NA?  :P

I gotta polish the system, but in effect it would give good time to defenders, attackers would have 1 or 2 shots for a big battles at the other timezone per day.
Thats how it worked today too, but only via peer pressure and organisation.
Peer pressure and organisation will still be there, via manual override and a couple things that I still work on technical limitations.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Knute on April 23, 2016, 05:18:51 pm
This seems like one of the hardest things to tackle right off the bat. It doesn't address the issue of which server an EU vs NA battle would take place on but I had this idea for adjusting battle times a few years ago:

Basic Concept:

Whenever a battle is initiated, both the attacker and defender would have the option to agree on a new time for the battle.  If they don't agree on a new time the battle would just happen the way it would now, 24 hours from the time initiated or later depending on nighttime.

So for example:

The attacker catches up to the defender in middle of the night so the battle is scheduled to take place at 4am.  In the battles tab on the strat interface there would be a "Change Battle Time" button.  When selected it would bring up a list of all the open battle slots within the next 24 hours.  The attacker would then select all the times that would be more convenient for them, so they might choose just one or a range of times like from 5pm-10pm. 

After the attacker saves his selections, the defender would get an automated message notifying them that the other player wants to change the battle time.  In the defenders "Change Battle Time" menu, they would see the attackers choices highlighted and could either select one and confirm the changed battle time or select their own range of convenient times which the attacker would then see highlighted after also getting an automated message informing them that the defender has picked their battle times.

Once both players confirm the new time, it's locked.  Also, the defender would be able to initiate changing the battle time too, I'm just using the attacking side for the example.

Why: 

It seems pretty common for battles to take place at times that neither side wants.  If something like this was possible it would help cut down on that and the rage/accusations/ill feelings toward other players that go along with it.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 23, 2016, 08:13:49 pm
That + the enforced nighttime would be a good combo too.

I'm trying to find better ways so it helps me to read some ideas.
In the end I want something that is the most convenient for the most people.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 24, 2016, 09:36:52 pm
General question: how would you feel if more elements from single-player Warband were introduced in strategus?

Like how they handle taxes, garrison, prisoners :)
I personaly think there is a lot of ideas in the original game that are superior to what we have on strategus right now.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 24, 2016, 09:50:02 pm
General question: how would you feel if more elements from single-player Warband were introduced in strategus?

Like how they handle taxes, garrison, prisoners :)
I personaly think there is a lot of ideas in the original game that are superior to what we have on strategus right now.

1000% support this.  I feel like chadz took the idea from singleplayer simply to make it multiplayer but kind of butchered and killed a lot of the fun of the singleplayer campaign in the process.  I would love to see raiding be more about burning the outlying farms of a city of town lowering its prosperity for extended period of time and increasing the likelihood of rebellion of some of the garrisoned troops - forcing people to leave the city and attack the pillagers to save their revenue and troops.  (instead of current raid being attacking city just like a normal attack just without fighting population).
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Jambi on April 25, 2016, 05:03:03 am
The system would give the bonuses to all players that are doing well,most clans would not reward 20 players.The faction/clan leaders are limited to rewarding a few players. I know every player is walking in millions but if players want rewards for all battles which the system would provide those millions would go down,

So the reward system should be implemented and clan leaders can just reward the few that although are being helpful are not recognised by the system.

This would bring people to even the small battles as they still get the rewards for them "To an extent"

...
Tell me, how would millions go down, if people are only rewarding/trading gold with eachother.
This is kindergarden level.
Example:
Polly has 5 dollars and Kevin has 10 dollars. They both have 15 dollars together.
Polly gives head to Kevin and Kevin pays her 5 dollars. Now Polly has 10 dollars and Kevin has 5 dollars. They both have 15 dollars together.


General question: how would you feel if more elements from single-player Warband were introduced in strategus?

Like how they handle taxes, garrison, prisoners :)
I personaly think there is a lot of ideas in the original game that are superior to what we have on strategus right now.

No.

1# There are already mods out there for making singleplayer a multiplayer.

2# Take a lesson from all those before you, trying to "fix" the balance or strat for the past 5 years by simply adding more broken stuff ontop of it. Try the break the vicious circle, by for once fixing the broken stuff first... instead of adding more stuff to it in hopes your fixing anything.

3# Strat is strat, and many players have invensted in this for years, because they like it already.

4# An overhaul will msot likely mess it up, and bring even more broken stuff and kill the mod all together (As if it isnt dead enough already). I like the gesture of players wanting to add to the game and come up with new ideas. But simply take a look at what mess CRPG is in right now, after the true devs arent here anymore.  With all these new and prolly better games coming out, few people will have the patience to wait for fixes.

5# M:BG already promised us a sort of advanced strategus mode.

Anyways im out. Thanks for trying Butan, i apreciate the gesture and wish you good luck. But in my opinion its simply a waste of time. RIP CRPG/Strat 2016.
Wish i had the motivation to help you out, but i simply dont care. Im glad i can put this behind me now.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Rhekimos on April 25, 2016, 06:11:50 am
General question: how would you feel if more elements from single-player Warband were introduced in strategus?

Like how they handle taxes, garrison, prisoners :)
I personaly think there is a lot of ideas in the original game that are superior to what we have on strategus right now.

I for one would like more big battles and less watching the Strat map 24/7 so that nobody steals S&D type mechanics.
So;

1) Make the game more abstract. No longer getting fucked on a trade run simply because you had to choose between sleep and watching for raiders. (Think browser games that mostly deal with numbers.)

I think Strat participation would greatly benefit if the gametype required a fraction of the current time investment.

2) Greater Strat rewards for cRPG playing and reduce the requirement of cRPG play in form of ticks. This way upcoming clans have more of a chance against the well established ones.

And if someone hasn't got the time for cRPG, they can still help a bit and maybe catch a few of the Strat battles.

3) Tie the Strat battle XP (or other) rewards to commanders more. Not completely of course, but enough to incentivize coming to TS and playing in a more organized fashion.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Flans on April 25, 2016, 11:04:14 am
...
Tell me, how would millions go down, if people are only rewarding/trading gold with eachother.
This is kindergarden level.
Example:
Polly has 5 dollars and Kevin has 10 dollars. They both have 15 dollars together.
Polly gives head to Kevin and Kevin pays her 5 dollars. Now Polly has 10 dollars and Kevin has 5 dollars. They both have 15 dollars together.


So i'm guessing Polly is your mother and i'm Kevin thanks,on a serious note it would go down as never have players awarded players with gold. That is left up to the leaders of the faction. Using your metaphor what if Polly "Your mother" Is great at giving head but your "sister Sarah" Sucks "See what i did there ?". Polly would be given cash and Sarah would not.

The same would happen here the leader of one faction would give awards but might not be good enough as a player to gain awards back.Thus his "Millions" would go down
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 25, 2016, 12:33:56 pm
2# Take a lesson from all those before you, trying to "fix" the balance or strat for the past 5 years by simply adding more broken stuff ontop of it. Try the break the vicious circle, by for once fixing the broken stuff first... instead of adding more stuff to it in hopes your fixing anything.

3# Strat is strat, and many players have invensted in this for years, because they like it already.

If I sum this up, I need to quit before I make anything?  :mrgreen:


I'm not gonna add broken stuff on top of broken stuff, I'm gonna replace broken stuff with viable stuff.
Its going to change Strategus a bit, but not so much that players will not recognise it. They will need to adapt for sure, if they cant, the door is open.
I am a progressive conservatist in that sense.


4# An overhaul will msot likely mess it up, and bring even more broken stuff and kill the mod all together (As if it isnt dead enough already). I like the gesture of players wanting to add to the game and come up with new ideas. But simply take a look at what mess CRPG is in right now, after the true devs arent here anymore.  With all these new and prolly better games coming out, few people will have the patience to wait for fixes.

This is a strange day to post that, since cRPG is mostly fixed and the not-true devs are getting things under control.
New blood just started pouring into the ranks of cRPG-Strat, as you said people might not have the patience but its all we need atm.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: POOPHAMMER on April 25, 2016, 01:24:04 pm
Please for the fucking love of god do not let us spawn in places we can not get out of

I have been trapped in a circle of mountains since the start and nobody will help
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 25, 2016, 01:53:51 pm
It will be pretty cake getting people unstuck. I dont know how the spawning system works, but it could be possible to fix it so that it never happens again too. That + making map limits and cliffs a bit more workable.
We also already got a nice lead on dupe bug fix. Working on it.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: the real god emperor on April 25, 2016, 03:48:46 pm
Imo add city of Zendar in the middle of the map, and make everyone spawn there.

good idea jaja
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on April 25, 2016, 04:10:21 pm
It will be pretty cake getting people unstuck. I dont know how the spawning system works, but it could be possible to fix it so that it never happens again too. That + making map limits and cliffs a bit more workable.
We also already got a nice lead on dupe bug fix. Working on it.
if i got it right u cant spawn on Hill pixels so u just need to fill dat whole area with hills
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on April 25, 2016, 05:30:57 pm
It will be pretty cake getting people unstuck. I dont know how the spawning system works, but it could be possible to fix it so that it never happens again too. That + making map limits and cliffs a bit more workable.
We also already got a nice lead on dupe bug fix. Working on it.

Lol, you guys fixed it by accident.  Since last patch looting has been working like normal again.  No doubling of gear and attackers get some loot even when lose, but ll the egar is slightly broken, same with defenders when they win in fief.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Tumble on April 25, 2016, 07:21:31 pm
Id like to Banish people from my lands instead of just kicking them. This would make their only option after being banished to attack. They would be unable to shop or hide in my lands. It is like my mom is Banned from all CVS in the united states. They have her picture in the system and they know when she enters their store. Can my guards have a picture of these men and keep them out =p. Maybe they can try to sneak in like in native. Also because people can be boring you should add admin run barbarian armies wandering the lands because yayyy itl give us something to do.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 25, 2016, 08:42:03 pm
Lol, you guys fixed it by accident.  Since last patch looting has been working like normal again.  No doubling of gear and attackers get some loot even when lose, but ll the egar is slightly broken, same with defenders when they win in fief.

Welp, if thats true, RIP the +1 thread farm we had planned to make!
Can others confirm when they have done lots of battles? Thanks.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Tumble on April 25, 2016, 10:47:34 pm
When I have personal confirmation I will confirm. Maybe we can have a little battle between people to test it. Get both sides of the report. Make sure attackers works properly, and make sure defenders no longer maintain the exact gear yet get no loot after loss. We already know the attacker side works properly as Kesh says. We need to test the defensive side of the bugs.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 26, 2016, 01:21:37 am
The lead we had on the dupe problem was items #id not being properly sent by the cRPG side of the game (which we have no access to atm but we gonna need it IMO, lots of things from strat cross over to cRPG), so I would warrant that the last cRPG patches indirectly took care of that.
Praise Dupre.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Gryph_Hawkshade on April 26, 2016, 03:53:19 pm
Id like to Banish people from my lands instead of just kicking them. This would make their only option after being banished to attack. They would be unable to shop or hide in my lands. It is like my mom is Banned from all CVS in the united states. They have her picture in the system and they know when she enters their store. Can my guards have a picture of these men and keep them out =p. Maybe they can try to sneak in like in native. Also because people can be boring you should add admin run barbarian armies wandering the lands because yayyy itl give us something to do.

I really hate to drag this off topic, but wtf did your mom do to get banned from CVS ... :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 26, 2016, 04:30:25 pm
Word of advise,

Ignore everything Jambi says.

No.

He brings up points, harsh but still.
I will be happy to convince him that I speak the truth!
Title: Re: [Community discussion] What can be improved on Strategus
Post by: njames89 on April 26, 2016, 04:33:39 pm
I think in general making it easier to get troops/gear as well as making it easier to move around the map would be conducive to more people playing the game and more battles.

The current time consumption of the game is too high for little reward. Giving ticks and crpg gold in strat is a good idea i think as well as greatly increasing the xp gained.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 26, 2016, 04:40:05 pm
I will not say this enough, I completely agree with making things less time consuming.
The only problem is potentially dumbing down gameplay by making things easier to do.

The dream goal is making things easy but still requiring strategy.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: SucculentHeadCrab on April 26, 2016, 09:50:01 pm
I personally think just hosting "strat battles" server side with set gear for both sides good tickets and in primetime would be the best solution.

So no strat map, drama, wasting time with strat in it's current form. 
Only the good things that most players are here for will remain.
Something like 500-1000 ticket battles throughout the week or only weekends.
Preset balanced gear for both sides, maybe even drop polls for themed gear.
Players still receive benefits that they want, i.e. EXP and FUN.


Title: Re: [Community discussion] What can be improved on Strategus
Post by: Tumble on April 27, 2016, 03:09:55 am
I personally think just hosting "strat battles" server side with set gear for both sides good tickets and in primetime would be the best solution.

So no strat map, drama, wasting time with strat in it's current form. 
Only the good things that most players are here for will remain.
Something like 500-1000 ticket battles throughout the week or only weekends.
Preset balanced gear for both sides, maybe even drop polls for themed gear.
Players still receive benefits that they want, i.e. EXP and FUN.

what the fuck kinda fun is that strat would be dead within 3 days. Lol there would be absolutely no reason to play. In return battle would die too because alot of people get on specifically before important strat battles to play. Who would wanna play when strat battles are for no reason, no real gain. Wars are only so intense because sides go at eachother. Sides wouldnt give a shit about each other so they most likely would not show. That idea of yours just gave little children in africa butt cancer.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Havelle on April 27, 2016, 05:38:17 am
IMO

Bullshit battles are one of the bigger causes of strat decay.

Easier troop grinding and easier economy works towards the detriment of strat. If grinding is easy, more battles are had, mercs will get burnt out on shitty little battles more quickly.

A big problem is how villages have little impact, thus are regularly not defended, but still need attackers to show up. If balanced a certain way, lower troop grinding rates could make village population a viable option and incentivize people to defend their villages.

Basically, I believe that strat grinding should be tougher, and strat battles should be an event brought upon by hard work and coordination, rather than a strat battle being a routine occurrence. Contrary to something I've always thought.

Just spitballing.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Tumble on April 27, 2016, 07:06:31 am
IMO

Bullshit battles are one of the bigger causes of strat decay.

Easier troop grinding and easier economy works towards the detriment of strat. If grinding is easy, more battles are had, mercs will get burnt out on shitty little battles more quickly.

A big problem is how villages have little impact, thus are regularly not defended, but still need attackers to show up. If balanced a certain way, lower troop grinding rates could make village population a viable option and incentivize people to defend their villages.

Basically, I believe that strat grinding should be tougher, and strat battles should be an event brought upon by hard work and coordination, rather than a strat battle being a routine occurrence. Contrary to something I've always thought.

Just spitballing.

I like this point. Or honest perhaps just raise village population. Villages are 200. Castles jump to 1000 and then cities are 2000. Why cant 500 people live in a village?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Malaclypse on April 27, 2016, 08:49:26 am
I thought villages default was once 500, but maybe I'm nuts.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Av3ng3r on April 27, 2016, 10:19:53 am
One other thing concerning raiding, not sure if it has been brought up (probably has).

Personally, I think the raiding concept at the moment is kind of broken, although I can understand that it encourages people to have garrisons.
However, if you have a 1k garrison and it gets raided by 200 people, surely at least, let's say 15% of the garrison should be able to fight in the battle, if the defender choses to deploy them (otherwise it could be abused to grind down troops).

The amount of garrison troops able to defend against the raid could grow with the amount of people attacking. (It's harder to sneak up on a village/castle the more troops you have.)
So there is an element of risk involved for the person who raids, however the battles would be roughly balanced and if he wins he gets some gear and one could maybe remove an additional 1-2% of the garrison (attrition due to the raid).

Otherwise, I think one could remove raiding alltogether.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 27, 2016, 01:56:45 pm
Raiding will be changed into something useful. Or removed if its a hopeless case.

Villages are not really undefended in this Strategus. Its mostly because of the bad synergy crime/prosperity that they are not defendable, or at least it is disencouraged.
Crime will be overhauled and other things that will change villages's importance.
At the same time villages will always be less defended than castles and cities. It is only natural...

About troop grinding and economy, indeed if all the faction in the world can produce shiny armies by the dozen it is detrimental to the flow of battles, especially if we have only a small community and only 2 strategus servers. People get burn out quick as you said.
Because of that, if strat tickets are going to be given for participating in strat battles, its going to be only a few (like what you gain by playing cRPG) and also I intend to put lots of brakes on the economy so it cannot become completely inflated end-game.

I personally think just hosting "strat battles" server side with set gear for both sides good tickets and in primetime would be the best solution.

So no strat map, drama, wasting time with strat in it's current form. 
Only the good things that most players are here for will remain.
Something like 500-1000 ticket battles throughout the week or only weekends.
Preset balanced gear for both sides, maybe even drop polls for themed gear.
Players still receive benefits that they want, i.e. EXP and FUN.


As others stated this is a mercenary point of view. Strategus needs both those that play the wargame and those that play the battles to be alive. So it cannot be only the "strategy" part or the "battle" part alone, we need both! Always!


Title: Re: [Community discussion] What can be improved on Strategus
Post by: Drehar on April 29, 2016, 02:16:58 pm
I would like to see NPC soldiers in battle. Its silly to have 2 armies with 500 troops and its a 2v2 battle. Every Soldier that joins your army gets a role randomly chosen. (Archer,1h,2h,Cav) You can gear your army according to the NPC skills. Also the option to trade NPCs with other players. Real players can still join and fight as their own characters.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 29, 2016, 02:49:22 pm
Before making it a single-player bot fest we are going to make lots of changes to make battles balanced and interesting to play.


Couple ideas I already explained in the past, but I can repeat some and add new ones:

- under 100 men (from 0 to 99 men), you cannot attack nor defend yourself (auto-lose and teleport if attacked)
=> no more stupid battles, spies and small as shit caravans that are stupidly strong because of the poor attractivity to fight battles against them will be no more

- being flagged by the game as "unarmed", you cannot attack nor defend yourself (auto-lose and teleport if attacked)
=> no more "naked" runs, all battles should be done with both parties being fit for battles, everyone need to gear themselves up before making any moves

- the minimum 100 vs 100 battles will have max roster decreased to ~10
=> a faction can easily fight those most unepic fights by just relying on their own members and personal contacts, without having to suck people's dick to fight a battle that is debatedly shit

- for "average" to "huge" battle size, mercing system will be revised to adress roster imbalances as best as possible
=> this will be the big do or die imo


The smallest battles will be 100v100 lightly armed with a minimum roster allowed, making them somewhat longer too to increase the interest in fighting in them.
Under that there will be nothing anymore. Who didnt hate having to attack naked caravans or spies and losing against them because stupid time + noone wants to fight them? Even when you won against them the taste was like butchering a baby and losing one's time.
Big ass battles will still be there for the pleasure of most of the audience, max roster size will be scaled progressively from 100v100 to the 2000v2000 one can have.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Drehar on April 29, 2016, 04:50:51 pm
Large battles force mega alliances in order to have enough people to field an army. If you add in some form of AI as filler I think it would make fights a lot more entertaining. I Rarely see battles last until every troop is dead.
M&B has 90% of the code for AI battles. The only thing C-rpg needs to develop is a way for those NPC soldiers to Draw from gear supplies as they respawn.

I think more people would be active in Strat if they could do something without needing a massive faction to get anything done.
I've attempted strat a few times since TKoV broke up and it hasn't been fun. I trade build up an army give them gear and then get attacked during odd hours and lose every thing to a 3v2 battle. that lasts a total of 10 spawns on each side. And <10 mins of battle time. I can't speak for every one else but I'm sure this happens to many others. There is no reason for me to participate in Strat unless I join a giant faction. There is no room for Solo bandits or merchants. You should consider those types of game play styles to be viable and worth supporting.

I think putting artificial restrictions on battles is silly. Less then 100 solders is auto loss? Then what is the point of having a number of soldiers between 1 and 99? I don't know the numbers but isn't that a lot of Strat ticks to accumulate more then 99 troops from 1? I could have 1k troops and full plate vs a light armored group of 150 and lose a battle because I didn't have any one sign up to fight.

TLDR: I would strat more if I could play without a supporting faction. Don't make Battles auto loss.


Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 29, 2016, 05:15:20 pm
I think more people would be active in Strat if they could do something without needing a massive faction to get anything done.
I've attempted strat a few times since TKoV broke up and it hasn't been fun. I trade build up an army give them gear and then get attacked during odd hours and lose every thing to a 3v2 battle. that lasts a total of 10 spawns on each side. And <10 mins of battle time. I can't speak for every one else but I'm sure this happens to many others. There is no reason for me to participate in Strat unless I join a giant faction. There is no room for Solo bandits or merchants. You should consider those types of game play styles to be viable and worth supporting.

I definitely want that.
Lone wolfing should become more viable, atm I just have few ideas in term of gameplay. I'm looking for some, you people can gibe ideas too  :)
Easier strat ticket generation, and lots of incentive for mercs to join even the smallest battles is going to help a bit.
One guy could YOLO some or at least not be easily ruined in stupid unbalanced battles.


I think putting artificial restrictions on battles is silly. Less then 100 solders is auto loss? Then what is the point of having a number of soldiers between 1 and 99? I don't know the numbers but isn't that a lot of Strat ticks to accumulate more then 99 troops from 1? I could have 1k troops and full plate vs a light armored group of 150 and lose a battle because I didn't have any one sign up to fight.

TLDR: I would strat more if I could play without a supporting faction. Don't make Battles auto loss.

You spawn with 100 troops and you cant transfer below 100 troops, so if you have less than 100 troops = you lost a battle at some point. You then need to rest and generate tickets before coming again or face annihilation. This is pretty fair.
If you want to play Strategus with ~50 shiny troops you're going to make a lot of people unhappy because of the bad synergy of unnatractive small as hell battles... In that sense its better to sacrifice 0-99 parties for the sake of everyone else. There is absolutely no way to make 0-99 battles attractive with the size of our community. The "available room" for battles is finite in term of player activity, these battles are mostly a waste of room.


Since you're not renown capped like in the single-player, you can easily field more than 100 troops so I dont see the problem. It will just force you to field armies that people want to play in.
To avoid getting spam wiped in the 0-99 range I can make people randomly teleport in fiefs for example.
Also if someone is on 0 strat tickets and cant recruit from 1 to 100, I can either give "free" troop regeneration up to 100 (which would be a bit cheaty but small impact) or people will just need to farm ticks a bit.


Anyway dont worry too much I have been playing this game long enough to feel most of the pain people have felt, I want to make it less painful but its not going to be easy and some adaptation will need to occur.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Drehar on April 29, 2016, 05:34:49 pm
I can drink to the push for large battles.

My Ideal C-RPG experience would be never to step foot in "Battle Mode". If I could log on to play and see a Strat Battle I can hop into the battle as a spectator, Request to take the place of a Bot or empty slot and  battle it out would be great. Instead I find most of my time in NA 1 because there:
A) there are not any battles going on.
B) as you mentioned a battle going on isn't worth fighting
       This can be for many reasons (20v2) battles, Pitchfork battles, 100v100 naked battles, AFK 10v0 Battles, fief transfer (Why this even takes a time slot is beyond me)
C) what ever battles have already started you didn't sign up for
D) A battle during a time which I might not be able to make it to because of other plans that could pop up
E) Strat Battle is full

If I was going to try to #MakeStratGreatAgain
1.I would add Bots with random builds/Levels (within reason)
2. Allow for a commander to auto accept recruits
3. Allow for players to join a strat battle on the fly that they did not sign up for
4. the majority of peoples EXP gains should be from strat battles not "Battle Mode"
5. Increase the Bar for your average battle via making mid/low cheaper
6. Close down Siege servers and open them as Strat servers (If people have soldiers they are going to be more likely to do something in strat)
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on April 29, 2016, 07:25:04 pm
Instead I find most of my time in NA 1 because there:
A) there are not any battles going on.
B) as you mentioned a battle going on isn't worth fighting
       This can be for many reasons (20v2) battles, Pitchfork battles, 100v100 naked battles, AFK 10v0 Battles, fief transfer (Why this even takes a time slot is beyond me)
C) what ever battles have already started you didn't sign up for

D) A battle during a time which I might not be able to make it to because of other plans that could pop up
E) Strat Battle is full

Bold part are going to be mostly solved.
For the rest its just reality of timing with life and game  :mrgreen:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: KaMiKaZe_JoE on May 02, 2016, 12:44:59 am
Trading sucks get rid of it or rework it or something. It's a chore.

Update: I'd say make villages and cities produce gold for their owners. Just make it every X hours. Trading can act as another source of income for people who are into that crap. Think of people playing as merchants vs commanders of armies vs bandits.

Oh and let players travel by setting way points. This way less micromanagement.

Make armies bigger on the map. 1300 soldiers would easily be able to block a bigger area on the map.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Malaclypse on May 02, 2016, 01:09:33 am
Trading can act as another source of income for people who are into that crap.

Similarly I'd like it if we had multiple ways to get gear- the old way, crafting style (obviously with refined "all thine hard work" messages that trigger up to 36 instead of 31) and then the current way of upgrading fiefs for discounts.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 02, 2016, 01:29:18 am
Well there is people that enjoy trading, whether it is by way of pillaging or making commercial agreements and making things work. Its a chore but I'm one of the people that enjoy it and pretty sure lots do.
But yeah if you are in a faction that most of the active people hate trading, it is as shitty as forcing people to fight uninteresting battles.


For that reason (and also to diversify the game) I'm gonna introduce new ways to make money:

- reselling of gear will become viable (but its going to need the removal of discounts for obv exploit issues (or if you know how I could avoid that, always interested to hear ideas))
- possibly gonna implement some way to make prisoners and make them have a certain value (ransom brokering) maybe even introduce other items that would have 0 combat value but lots of commercial ones (mostly things that would be cool lore-wise)
- most certainly going to add fixed revenues to fiefs, independant of trade somewhat (will be very small to keep people motivated to trade and make battles)
- possibly overhaul raiding so that it gives money without having to fight a garrison at all

I would add a fifth - and put "crafting" here but I completely forgot how crafting worked in the first rounds of Strategus? Would it be viable again or it would need overhauling too? Afai remember it was a bit shit but maybe my memory is wrong.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Keshian on May 02, 2016, 03:20:19 am
Well there is people that enjoy trading, whether it is by way of pillaging or making commercial agreements and making things work. Its a chore but I'm one of the people that enjoy it and pretty sure lots do.
But yeah if you are in a faction that most of the active people hate trading, it is as shitty as forcing people to fight uninteresting battles.


For that reason (and also to diversify the game) I'm gonna introduce new ways to make money:

- reselling of gear will become viable (but its going to need the removal of discounts for obv exploit issues (or if you know how I could avoid that, always interested to hear ideas))
- possibly gonna implement some way to make prisoners and make them have a certain value (ransom brokering) maybe even introduce other items that would have 0 combat value but lots of commercial ones (mostly things that would be cool lore-wise)
- most certainly going to add fixed revenues to fiefs, independant of trade somewhat (will be very small to keep people motivated to trade and make battles)
- possibly overhaul raiding so that it gives money without having to fight a garrison at all

I would add a fifth - and put "crafting" here but I completely forgot how crafting worked in the first rounds of Strategus? Would it be viable again or it would need overhauling too? Afai remember it was a bit shit but maybe my memory is wrong.

The old crafting was really really tedious.  You basically had people that used the same weapons all the time get crafting bonuses in strat with those weapons.  SO they would have to sit and craft only that gear and never move (this was instead of city looming and discounts).  SO you had a few people that could do nothing but craft and the rest usually just sitting around waiting for them making 10 gold per hour or doing trading moving 2 meters a minute.  3rd strat we all quit because these two things made it incredibly tedious.

Selling back items should get 40% not 20% return, max discount should be 50% so you would never have be able to glitch abuse it.

Could have a new form of "crafting" where people can sit inside fiefs and make money in addition to building troops (for those least active members that just want to fight in strat battles and help primarily with recruiting troops now).


Though I could see something interesting with old crafting system if your specialty allowed you to produce a new level of +4 items (legendary) in very limited quantities for some interesting addition to battles.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Dynamics_BRD on May 02, 2016, 05:05:35 am
I like Joes idea of being able to set way points for your dot to move on the map.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 02, 2016, 12:22:59 pm
I like Joes idea of being able to set way points for your dot to move on the map.

Last time I asked Chy about it it was only a matter of putting weight on the bandwith, we can easily set something up with 3-5 waypoints max and maybe even a auto-pathfinder if there is a terrain mapmode in the database (probably there is with the "zoom" option).


Selling back items should get 40% not 20% return, max discount should be 50% so you would never have be able to glitch abuse it.

Could have a new form of "crafting" where people can sit inside fiefs and make money in addition to building troops (for those least active members that just want to fight in strat battles and help primarily with recruiting troops now).

IMO it would be way cooler if we could just resell items at 100% of their values though, imagine the encouragement of destroying enemies armies and capturing their flags? All the remaining stuff that is not compatible with what you want could be exchanged for lots of things you do, and for example if you were a "quality over quantity" kind of guy you could easily sell 1000 gear to then buy 3000 new ones  :P

I would really like to do that and keep discounts though..


To have a passive  "craft" stance available to all in fiefs could give fixed amount of silver indeed, and maybe add a couple other effects that would be realistic and not too OP.



Thanks for the good stuff.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Malaclypse on May 06, 2016, 03:21:50 am
I'd also like to post on behalf of CHN. They have a lot of active players, more than either EU or NA from the looks of it. They might be more inclined to participate in Strategus if they had some kind of fair shake, their own CHN_3 server set up along the same lines of EU/NA's planned recombination. Or they could probably support their own map, even.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 06, 2016, 12:14:37 pm
I for one would welcome our new chinese overlords.

(click to show/hide)


If CHN_3 and can happen, it shall be done.
I can already taste the tears of the german and polish masterrace.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 06, 2016, 02:45:43 pm
I for one would welcome our new chinese overlords.

(click to show/hide)


If CHN_3 and can happen, it shall be done.
I can already taste the tears of the german and polish masterrace.

+russians but really they dont care it like polish guys
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 08, 2016, 09:42:55 pm
We have finally received the sacred grail (in its binary form). Praise chadz, real work starts NOW!



First on the fix list is :
- remove invisibility of crates (between 10 000 and 100 000 crates)
- check fief reset cost effects (heard reports of problems)
- remove PP cost difference between old and new strategus (its cheaper on the old interface than on the new)
- check PP/prosperity functions (PP not accumulating regularly and prosperity being broken)
- rework strategus map to remove the stuck zone and re-spawn anyone stuck


I'm gonna develop on the bold part.
Here is the terrain map mode of strategus (EU side and a part only for size reason).

(click to show/hide)

The black parts are the impassable cliffs, the only impassable terrain (with river and ocean).
The region behind the cliffs on the steppe border are going to be filled entirely in cliffs so that it is impossible to spawn here. The spawning system works in a way where players are randomly placed on the map, if they are on any impassible terrain (cliff, river, ocean) their position is randomly changed until their coordinates is placed on a passable terrain, they then spawn. Having full cliffs regions guarantee no respawns in these regions.


Now for some non-technical good stuff, I am heavily interested in totally re-drawing the Calradia terrain map mode (and possibly use a different normal map model). What it means is that I can change where forests, hills, etc are; what do they do and how do the map illustrate them.

Three things seems extremely important to me:
- making the terrain map mode more "pixel perfect" with the normal map (less pixel per pixel incoherence, better navigation and feel of the land)
- adding more impassable terrain in the mountainous area (rhodok, sarranid, khergit and the praven-tihr mountains) to create strategical pathways and choke points
- adding/modifying terrain type: this is the most exciting stuff, stick to your hats gents
(click to show/hide)


Do you think any of this is a good idea? Do you have others that might fit into this "map" rework? Please share.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: the real god emperor on May 09, 2016, 08:48:46 am
If you add boats, will there be sea battles or will they be coastal?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 09, 2016, 12:15:25 pm
There would be sea battles but only if we manage to grab a sea battle map (from a mod or from a map maker). I need to find person with the required skills in mapping or the permission to use maps from 1257 AD naval battles maps for example.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 10, 2016, 06:06:07 pm
When I'm done redrawing the new terrain map, I will post here old/new comparison, so that you know what will be the differences compared to what you have today.
You will be able to discuss and ask why things changed and I will answer, based on that, and also it will give you a good appreciation of the work that is being done.
Rest of the work currently done is what was listed before and Chy is on it.

Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 14, 2016, 12:55:40 pm
From analyzing the last battles, I decided to add a few things on top of the ready patch I have.
I am going to put a few stop-gap measures that should help battles in the dying round 6.


Max army size to attack is going to decreased from 1800 to 1000.
Max battle time is going to be halved.
Max mercenary size is going to be decreased from 50 to 25.

These measures are strictly for end-game round 6 and will not be ported to round 7 which should begin in a few months (time needed to finish all the features we want to put into strategus).
Discuss if you think it is a good idea, and maybe if more extraordinary changes like that could be added.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 14, 2016, 04:12:33 pm
Patch should be deployed today or tomorrow, expect some downtime! I still have to learn how Strategus work around patching, so bear with me, I cannot yet warn you of all the after effects.
I pray for the upcoming battles to not be affected too badly, but it could potentially kill them.

After that first patch is deployed, there should be a large patching pause of a few weeks.
We are going to begin what is called code refactoring, it is a very heavy process especially when you have to work on a very old and long code. It will serve to create a healthy code basis for the features we want to implement right after this step is done.


Now is the time for patience, next will be the time for excitement.
Meanwhile, I will keep you posted on the map progress in a separate thread when I completed the bulk of the work.

Title: Re: [Community discussion] What can be improved on Strategus
Post by: Turkhammer on May 14, 2016, 06:55:05 pm
Good luck.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: the real god emperor on May 17, 2016, 02:01:27 am
EU and NA should be on the same map again. The playerbase is too small for 2 seperate maps imo. Especially Americans don't get those huge pings in EU, I am assuming it is playable for most of them. Can't say the same for myself or some EUs, cus we are shit.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 22, 2016, 03:31:33 pm
The patch should have been applied, I'm going to check if things are alright for a couple days and announce the changes officially  :)


There is a PP glitch atm, so in the last days fiefs generated nothing. I manually generated some worldwide just now, I might do again tomorrow and again each day, until I manage to fix it permanently.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 22, 2016, 10:22:44 pm
my crate is not bugged anymore :cry:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 23, 2016, 12:15:16 am
Glad to hear  :P

Except the PP generation which needs to be tended to, everything seems to be in order...
Chy will bring an hotfix to chadz and when it is committed and everything is double checked we will tell you  :mrgreen:
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 23, 2016, 01:05:31 am
strat battles not starting
it start 30 min later
happen second time battle start after 30 min
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 23, 2016, 03:05:02 pm
Are you certain?

I have checked some battles and they started when they said they would start.

Battle to start at 23/05/2016 08:00
When: 23/05/2016 08:00 lasted until 08:01



You sure its not a timezone issue?
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Gandalf77 on May 23, 2016, 04:52:51 pm
Are you certain?

I have checked some battles and they started when they said they would start.

Battle to start at 23/05/2016 08:00
When: 23/05/2016 08:00 lasted until 08:01



You sure its not a timezone issue?


But mate, go check on eu3 if it start in right hour. On website that can start right but he means eu3 probably.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 23, 2016, 06:45:02 pm
Im in that two battle. not sure if its 30min but its absolutely late.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 24, 2016, 12:30:45 am

But mate, go check on eu3 if it start in right hour. On website that can start right but he means eu3 probably.

I did with my own and it was just right on time. I was inside the battle and nothing wrong at all.

http://c-rpg.net/index.php?page=strategusbattlesarchive#!?page=strategusinfobattledetail&id=1277


Keep the feedback coming of course, I'm just surprised that there is problems at all because I checked and I saw none.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 25, 2016, 12:18:34 am
todays battle work fine.
We got 1vs1 with vovka  :D
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 25, 2016, 10:42:37 pm
my battle suffer to happen again
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 26, 2016, 03:12:22 pm
Can you gibe screens and details next time it happens? In PM or here.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 26, 2016, 08:16:11 pm
Im waiting but server stay with duello server. Cant take pics now. Im in bus :D you can check server. it happen right now
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 26, 2016, 08:29:58 pm
I checked, and this is normal.
The server needs at least one person to log in to start loading the strategus battle, anyone who connect to EU_3 (when its in duel mode) will load the strategus battle right away  :) (if there is one waiting in queue).
This "bug" is not a bug, its just because there is very few people playing and doing what everyone did before: stay logged on EU_3 before the battle starts, in anticipation of what is going to happen.

I just joined EU_3 and it instantly kicked me and loaded Habba map.
Then, afaik, a few minutes after if noone is in the battle, defense auto-wins.
But if noone logs, battles will stay queued forever, and possibly delay the future queued battles.

So try to log in to EU_3 the next times and tell me if it solved the problem.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 26, 2016, 08:39:04 pm
okey thanks. btw what are you going to do please dont attack me :D
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Vovka on May 26, 2016, 08:54:56 pm
Can you gibe screens and details next time it happens? In PM or here.
Oh  :P everything works as intended he's just a noob and do not know anything about the game, so  just ignore him, as long as it is not related with multiaссaunting, the only thing he had succeed. He mastered dat in dead strat :P
Title: Re: [Community discussion] What can be improved on Strategus
Post by: oguz on May 27, 2016, 12:04:30 am
are you real vovka or is it key132 ?
Why this hate man. I dont have problem with you.
oh btw. thank to all north alliance members for not showing up to my battle
http://c-rpg.net/index.php?page=strategusbattlesarchive#!?page=strategusinfobattleroster&id=1287
Im in trip so cant join. I shouldn't trust these guys.
+ I send message to azap and he say okey.
best friend ever. shout me when I say his stupid for attacking bugnir. He proved how stupid he is again.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on May 27, 2016, 12:16:18 am
Oh  :P everything works as intended

I wish it was the case  :P 
Still got some things to fix under the hood... I am itching to publish the new changelog, but I want EVERYTHING to be deployed and correctly applied... Sorry for the delay, since I was already talking about the patch a week ago  :?

I also have made great progress on the new Strategus map, you will love it. I dont think it will be used before round 7 though, so when I show it it will only be a sneak peek.
Most of the things that will be done round 6 are hotfixes and stop gap measures that should encourage people to play a little bit more, in an optimal fashion, within the restricted circumstance of old strategus.
The big beasts will be for later.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Butan on June 01, 2016, 05:18:06 pm
Sorry guys for the wait again... I'm waiting like you! Chy and I made a couple changes to encourage more interesting battles, and at the same time make it work for the few that still plays  :)
When it is released we will post a changelog that describe what happened in details.
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Rando on January 10, 2017, 09:57:17 pm
giv startgeus a bigger benin
Title: Re: [Community discussion] What can be improved on Strategus
Post by: njames89 on January 11, 2017, 05:40:20 pm
Needs moar chadzians
Title: Re: [Community discussion] What can be improved on Strategus
Post by: Bryggan on February 10, 2017, 08:22:52 am
I think:

Let's move faster.  It takes too long to trade and buy gear at different fiefs.

Fuck this all or nothing battle scheme.  If timer runs out, let's keep our troops and unspent arms.  Let a retreat be a retreat.  If you have a bad roster, you retreat but you keep most of your troops and gear.  Perhaps 3/4 of your men escape while the remaining quarter have to fight.

Capping the flags is a rout, and the entire army is wiped (as is current).  Perhaps it should take 10 minutes to retreat so people don't retreat seconds before the flags are capped.

Give gold rewards for mercs.  And make it based on placement.  That way top players may fight for the underdog to get more gold. 1st on the losing team pays better than 3rd on the winning team.

Villages, castle and towns are all the same now.  Villages should not have garrisons, while castles should not sell or buy.  Only cities should be able to do both.

I also think villages should be 'buy fiefs' while cities should be 'sell fiefs'.  A person should be able to make money taking stuff from their village to sell in the city.  Traders can make more money by selling further away, but this game should not rely on long distance traders for the economy.  Actually, owners of villages should get their goods for free and sell to the cities, with surplus going to the town centre where traders can buy it.  So, S&D builds up till a lord brings it to the city.  He gets his goods for free, while the city owner collects the taxes.  Traders can buy at the town centre for a slightly higher than market value and still get the distance bonus, which means more income for the buying town.

Ok, this is getting complex.  So I'll stop now.  But I have many ideas concerning economy and warfare, but have no idea of what is possible and what isn't.  So I'll shut up now.