Author Topic: Defending NPC fiefs  (Read 2863 times)

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Offline Turkhammer

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Re: Defending NPC fiefs
« Reply #15 on: October 22, 2011, 08:31:54 pm »
+1
I just fought in yet another mindless defense of an NPC village.  At exactly 2 minutes, the BORG hive mentality took over and the lemming process began.  People do not realize that with anything close to a 1:1 player ratio (not ticket ratio) it is impossible or extremely difficult to take all the attackers' flags.  Attackers can spawn in too quickly.

All of the defense weapons are left on the ground for the attackers to pick up and are lost to the defense.  Not to mention the loss of tickets, usually at a 1:1 ratio.  That is a losing exchange.

The only way to have a chance to win as NPC defense is to make the attack run across open ground under the defense archers.  Melee should take place inside the village, where defense is under cover from enemy archers and under the protection of their own archers.  That way all the offense weapons are left for the defense to pick up and are lost to the attackers.
If there is a healing tent, defense has very little distance to go, while the attackers have to run all the way back to their spawn.

Offline Digglez

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Re: Defending NPC fiefs
« Reply #16 on: October 22, 2011, 08:41:18 pm »
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Ya, and that ndations teamspeak is a clusterfuck to navigate.

Offline Raedwuld

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Re: Defending NPC fiefs
« Reply #17 on: October 22, 2011, 09:02:58 pm »
+1
Just fought in the 4th neutral village defence in the last 3 days.

The first, commanded by Mercs Phaz and Gingerpussy, was really immersive (on TS etc), the defenders lost but it lasted almost an hour and involved lots of little sallies, shieldwalls and battles to take and retake rooftops.

The three since then have all been mindless flag rushes lasting around 5 minutes. 
People typeing CHARGE in bold letters and then insulting anybody that disagree's with them.

The first battle was an insight into just how brilliant this could be....
The following three.....were  not worth turning upto :-( 

I would not think this will do Strat and the great idea and potential it has any favours.

« Last Edit: October 22, 2011, 09:04:11 pm by Raedwuld »

Offline Digglez

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Re: Defending NPC fiefs
« Reply #18 on: October 22, 2011, 09:06:02 pm »
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Good example of how closely teamwork is tied to voice coms.  If devs were on the ball we could have mumble server run off the same boxes as the servers and autoconfigured to put you into a channel as same ppl on your team (prevents you from listening in if other team wanted to use same mumble as well)

Offline Leesin

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Re: Defending NPC fiefs
« Reply #19 on: October 22, 2011, 10:04:15 pm »
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Maybe a system where players can apply to be available for 'commanding' NPC location defenses, someone from the cRPG team who knows the playerbase pretty well ( maybe one from EU and one from NA ) can decide who they feel are capable commanders, then appoint them the posistion.

Then the first commander to join an NPC side gains command and players MUST follow his orders or face consequences, like fines or even temp bans from Strategus battles - permanent if the offense is repeated. If he doesn't show up for the battle the next person who had signed up to the battle that is able to command, will get the command job that battle. Maybe his text should also be a different colour so it's easy to spot in team chat and everyone knows to read and follow orders.

Well, that is just a rough idea, there are many things to be thought of that would make this system better, but it's a solution nonetheless, the only problem that jumps out at me is if there is a decent guy who gets the commander job, but continues to give stupid orders and doesn't really know when to stand and defend and when to push and attack the enemy.

I guess players from the battle could give a rating on the commander, which would be recorded, players who keep giving low ratings to anyone just for the case of being a dick will have that ability removed and commanders who continually recieve low ratings and complaints from many different people and groups of people, i.e different friend groups and clans, will have their command ability removed for being incapable of doing the job properly.

But yeah, just an idea.

Offline Dehitay

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Re: Defending NPC fiefs
« Reply #20 on: October 22, 2011, 10:37:09 pm »
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Am I the only one who thinks that a disorganized mess is the best representation of a nuetral village. If one of the guys in the village is smart and charismatic enough to start leading, then people will follow him. During the first DRZ village attack, both Mercs and Fallen did just that. Then after the server crash, the Mercs came on over to the Fallen TS room and were put in charge. It wasn't even all that complicated to do, either. While everybody was dueling before the battle, we just told them all to come to the Fallen TS chatroom. Then they did. Poof! Organization. And that's about the extent of organization I would expect from a nuetral village. Though I do agree that people that sign up for a battle and then don't show could be charged a penalty for wasting slots.

Offline Keshian

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Re: Defending NPC fiefs
« Reply #21 on: October 22, 2011, 11:41:44 pm »
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Yeah, why defend neutral villages now???  You get almost no experience and you don't get paid any gold win or lose.  Kind of lame.
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Offline FRANK_THE_TANK

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Re: Defending NPC fiefs
« Reply #22 on: October 23, 2011, 12:33:47 am »
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Is there an active clan that defends free city states (aka NPC fiefs)?

If not one should be knocked together.
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Offline Turkhammer

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Re: Defending NPC fiefs
« Reply #23 on: October 23, 2011, 12:52:12 am »
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Yes, the end result of this is that the clans will just gobble up all the fiefs.

Offline Turkhammer

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Re: Defending NPC fiefs
« Reply #24 on: October 23, 2011, 12:59:29 am »
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Am I the only one who thinks that a disorganized mess is the best representation of a nuetral village. If one of the guys in the village is smart and charismatic enough to start leading, then people will follow him. During the first DRZ village attack, both Mercs and Fallen did just that. Then after the server crash, the Mercs came on over to the Fallen TS room and were put in charge. It wasn't even all that complicated to do, either. While everybody was dueling before the battle, we just told them all to come to the Fallen TS chatroom. Then they did. Poof! Organization. And that's about the extent of organization I would expect from a nuetral village. Though I do agree that people that sign up for a battle and then don't show could be charged a penalty for wasting slots.

You have a point but do you want a new person's first intro to strat to be a disorganized mess?  Without new players, this thing will become stale and clan dominated.

Offline Braeden

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Re: Defending NPC fiefs
« Reply #25 on: October 23, 2011, 01:04:27 am »
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You have a point but do you want a new person's first intro to strat to be a disorganized mess?  Without new players, this thing will become stale and clan dominated.

Yeah...it'll be clan dominated.  That is a feature.

Offline FRANK_THE_TANK

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Re: Defending NPC fiefs
« Reply #26 on: October 23, 2011, 08:13:37 am »
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Yeah...it'll be clan dominated.  That is a feature.

I think you missed the stale bit... is that a feature?

I kid I kid.

The clan bit should make it more interesting, hopefully. As we know, people are dicks so it should keep it lively and filled with back stabbing and betrayal.

My issue is that as it becomes super clan dominated trading is going to become a nightmare and the first clan to rush will win.

What I don't get is why more clans aren't organizing the defense.

It is in every clans interest to screw every other clan over.

It doesn't help LLJK to have FB in control of a fief so it should be arse hard to take control of anything.

We need a better system to assign commanders to the defense of fiefs. I have no idea what the solution would be/is.
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Offline PhantomZero

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Re: Defending NPC fiefs
« Reply #27 on: October 23, 2011, 08:33:06 am »
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I think you missed the stale bit... is that a feature?

I kid I kid.

The clan bit should make it more interesting, hopefully. As we know, people are dicks so it should keep it lively and filled with back stabbing and betrayal.

My issue is that as it becomes super clan dominated trading is going to become a nightmare and the first clan to rush will win.

What I don't get is why more clans aren't organizing the defense.

It is in every clans interest to screw every other clan over.

It doesn't help LLJK to have FB in control of a fief so it should be arse hard to take control of anything.

We need a better system to assign commanders to the defense of fiefs. I have no idea what the solution would be/is.

A single clan couldn't hope to occupy every fief on the map, if you have your clan show up to defend every neutral fief, you are going to make enemies very fast. More enemies also means less players to merc for you when you have battles at weird hours.
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Offline Dehitay

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Re: Defending NPC fiefs
« Reply #28 on: October 23, 2011, 08:45:48 am »
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My issue is that as it becomes super clan dominated trading is going to become a nightmare and the first clan to rush will win.
I don't follow your logic. It's not like it's going to stop trading if clans own fiefs. They'll just be getting money themselves off the trades.

Offline Turkhammer

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Re: Defending NPC fiefs
« Reply #29 on: October 23, 2011, 05:54:07 pm »
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It's going to make it hard for independents such as myself.  I can envision getting robbed by clans through whose territory I'm passing, or being forced to pay exorbitant protection money.