Author Topic: Strategus & DoubleXP  (Read 33185 times)

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Offline Osiris

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Re: Strategus & DoubleXP
« Reply #15 on: December 17, 2013, 01:46:57 am »
+16
remove fief voting!
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Offline Zlisch_The_Butcher

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Re: Strategus & DoubleXP
« Reply #16 on: December 17, 2013, 01:47:50 am »
+4
remove fief voting!
Fiefs should be given out randomly ideally, voting is better than AI fiefs though.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline Bjord

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Re: Strategus & DoubleXP
« Reply #17 on: December 17, 2013, 01:52:47 am »
-1
AWW YEEEEEEEEEEEEEEEEEEEEE
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Offline Casimir

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Re: Strategus & DoubleXP
« Reply #18 on: December 17, 2013, 01:54:07 am »
0
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Offline LordRichrich

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Re: Strategus & DoubleXP
« Reply #19 on: December 17, 2013, 01:54:24 am »
-1
Does double exp apply to DTV?

Offline TR_Ragnarok

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Re: Strategus & DoubleXP
« Reply #20 on: December 17, 2013, 01:58:31 am »
-1
flag capping gay remove it XP for everyone!
Don't Stop lets take it back to one forty.
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Offline Torben

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Re: Strategus & DoubleXP
« Reply #21 on: December 17, 2013, 02:04:52 am »
+6
give the strat map more places of strategic interest:

rough example:
forrests for wood  :arrow: wooden weapons
mountains for stones  :arrow: maintenance of castles etc
mines for metalworks


point is to create the need to conquer and hold key positions and/or the necessity to trade in between factions,  even if not friendly ones.
would also give a new meaning to raiding.

______________________________________________________________________________________________________________________________________________


old thread with ideas for strat improvement:
« Last Edit: December 17, 2013, 08:48:56 am by Torben »
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Offline kinngrimm

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Re: Strategus & DoubleXP
« Reply #22 on: December 17, 2013, 02:14:56 am »
0
suggestions/bugs/tweaks:

0) same members who joined my crpg clan ladder should be automaticly in Strategus faction from start. (after fief distribution, that could be changed)

1) totally random fief distribution at round start, only delimiter, that the bigger a faction/clan is, the less fiefs they get to start with dependent also on all other clans who joined, they need to fight for that shit more then singleplayers!

2) faction members spawn close to the fiefs they got by the automatic distribution.

3) incooperating the tool belt and perhaps also shared line of sight in various degrees depending on diploamtic status.

4) some sort of balancing act to decrease the economical power of huge factions.
Giving small factions a uniq advantage which would get lost when you become bigger, but gaining other advantages then.

5) More fighting less loosing of troops to the timer. Therefor the battletimer formula should be tweaked that it has slightly higher time limits/additions per troop.

6) with every new patch in terms of gear, the duplication bug was back, therefor the economy got fucked up, that shouldnt happen again!

7) after 10000 crates, the player is shown with 0 crates

8) the caravan speed formula can be abused, by having huge amounts of horses with only few troops between 1 and about 350. Insane amounts of speed i have tested with that.

EDIT:
I only just got my hands on a city and lots of troops... oh well... at least strat didn't end the *day* after i got a city as i thought it would xD

Guess none of my troops will get used after all.
tell me about it ^^ pfff, just bought from Erzengel Narra and silver for +3 Steelshield and 300k gold -_-, which he offers to give back, you are the man Erzengel!!!
« Last Edit: December 17, 2013, 11:57:42 am by kinngrimm »
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Offline Jarlek

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Re: Strategus & DoubleXP
« Reply #23 on: December 17, 2013, 02:16:24 am »
+7
Some sieging mechanic should be high priority.
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
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Offline Fips

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Re: Strategus & DoubleXP
« Reply #24 on: December 17, 2013, 02:17:40 am »
+1
EU and NA on the same map again!
And giev strat to chinese.



Damn it, this update means i actually have to fix strategus maps now =(

Offline Jarlek

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Re: Strategus & DoubleXP
« Reply #25 on: December 17, 2013, 02:25:38 am »
+1
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
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Offline Dalfador

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Re: Strategus & DoubleXP
« Reply #26 on: December 17, 2013, 02:31:12 am »
+3
Any faction with a major city:

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Offline PoisonedTail

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Re: Strategus & DoubleXP
« Reply #27 on: December 17, 2013, 02:38:20 am »
0
does double xp apply to dtv

Offline kinngrimm

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Re: Strategus & DoubleXP
« Reply #28 on: December 17, 2013, 02:45:16 am »
+11
Also dont stop the current Strategus.
Just let it play till you have the new version/patch ready.

That way, people can go all out with the gear they have safed up and perhaps even some unexpected fights like DRZ vs GO  :lol:  :lol:  :lol: would happen. Point is, only because there is a new patch announced to keep HRE/Fallen in the game  :rolleyes:, wouldnt really help those guys who are currently still playing Strategus, but would need to wait 2+ months to play it again. With the latest population fluctuations this could become critical!!!
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Offline Lethwin Far Seeker

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Re: Strategus & DoubleXP
« Reply #29 on: December 17, 2013, 03:10:17 am »
+7
A village (or city to a greater extent) can be set to produce one of the following three: Trade Goods, Food, and Iron (or some mineral resource) OR a combination of these. 

Trade Goods are used to gain currency.

Food is used to feed armies (or else they die off).

Iron is converted into arms and armour.

Castles provide highly reduced wages but minimal production of goods, food, and iron.


I believe a system built on this would lessen the current problems of: too much plate armour, too much piled up gold, and gear production based on time rather than resources. 

This system would also make trade more significant because factions could specialize (for maximum output) in goods, food, or iron and trade their excess to another faction also specializing so both factions got what they needed.  All in all, trade and trade rights would become significant and more than just a way to get loads of currency.

Just a thought

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