Author Topic: [Strategus] Add Attack Cooldown for Fiefs  (Read 464 times)

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Offline Malaclypse

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[Strategus] Add Attack Cooldown for Fiefs
« on: April 14, 2013, 06:03:34 am »
+3
Right now, you can attack a fief with an army, lose and thereby load it with extra, often broken gear and immediately assault it with another force, preventing any action being taken in organizing the excess gear unless the defender has the wherewithal to undertake that action in a matter of moments. This wouldn't be an issue, except for the fact that the game cannot handle TOO much gear to choose from- portions of the gear are rendered unable to be selected despite being able to see it.

This issue most often effects ranged units, though it is certainly capable of effecting all units outside of 1h's (which are at the top of the weapons category in game and thus are most readily able to be accessed- this appears to be how it works, and explains why ranged has the toughest time). It's a mechanic which is intentionally being used to grief others, as of now.

I unfortunately have to propose that there be a cooldown window after a fief is attacked so as to avoid this situation. Even 10-30 minutes would suffice, and as something similar to this already exists for field armies it shouldn't be difficult to add.


Alternatively: Allow outgoing transfer of only items RECENTLY added during the 4 hour incoming transfer window given by a follow-up attack. This would allow the selling of broken gear, low amounts, etc and increase enjoyment for ranged and all classes (having to spawn with broken weapons just to allow others to play their class isn't "fun") while keeping locked down any gear, goods, and gold which were not recently added to the fief.
« Last Edit: April 14, 2013, 06:07:59 am by Malaclypse »
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Offline Pentecost

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Re: [Strategus] Add Attack Cooldown for Fiefs
« Reply #1 on: April 14, 2013, 06:29:09 am »
+1
I was thinking about this problem too, but I arrived at a different possible solution than you did, Malaclypse. What I had in mind as a possible solution to the problem of too many item types as a result of consecutive battles would be an option in the info tab of the Strategus window to "automatically convert looted equipment to money after battles" that could be checked or unchecked any time while you are not currently committed to a battle.

Toggling it would net you an amount of money equal to or maybe slightly less than what you would get for selling the equipment in a fief. The considerable advantages of using this option would, from a balance standpoint, be offset by the fact that it does not allow you to choose what to keep and what to sell and does not allow you to reuse gear that might still be in very good condition. As for the explanation of why such a system would exist from an in-game standpoint, you could see it as "you extract a sum from the packs of looters that show up after battles looking for weapons, armor, and valuables among the dead and dying in exchange for allowing them to steal as much as they can carry" or something like that.

Offline Malaclypse

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Re: [Strategus] Add Attack Cooldown for Fiefs
« Reply #2 on: April 14, 2013, 06:36:30 am »
0
Yes, that's an awesome idea as well Ascalon! I don't really care what happens, just that something does. Expecting people not to abuse things like this is nice, but it will never happen unfortunately.
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Offline Little Lord Lollipop

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Re: [Strategus] Add Attack Cooldown for Fiefs
« Reply #3 on: April 14, 2013, 10:47:01 am »
+1
Few ideas now buried in the strategus issues section.

Option 1: Selling
While under siege:
-Defender can sell broken gear (-1,-2,-3,-4).
and/or
-Defender can sell up to a certain percentage of the total value of his/her gear. (IE: 15%)

Either way would allow the defenders to get under the 200 item limit fairly easily. Obviously this would have to be fine-tuned as crappy gear en mass can be valuable loot. Perhaps a combination of the two rules could be implemented allowing for the selling of broken gear only up to a certain percentage of total gear cost.

Option 2: Rosters

A more general solution would be for both commanders to select a "roster" of gear that has 200 slots for item types.  This gear would be the only gear available during the battle and the gear not placed on the roster would be looted by the victor. Since some armies use a lot of gear in small stacks perhaps a secondary roster could be implemented where the gear becomes available as the original roster depletes. The key to this is that the commanders decide which gear will be available for use not some bug.

In addition fief owners should not have to be present to manage the fief (RP reasoning: appoint a mayor). Could also allow rank 10 players in the faction to manage the fief.
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