Author Topic: Strategus & DoubleXP  (Read 31277 times)

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Offline Leshma

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Re: Strategus & DoubleXP
« Reply #60 on: December 17, 2013, 02:09:30 pm »
+2
upkeep for equipment..

I believe some people play strat just to be able to use what they desire without thinking about upkeep.

Plate issue in strat isn't really an issue. It's just that people blindly follow what others do. If you have 7 ATH like I have, full plate is the last thing you need in strat. I've tested it couple of times, and I see no advantage of plate. If you're STR build with ton of HP, of course plate is mandatory in that case.

Also, strategus is the only place where people wear a lot of plate. By removing that, you'll kill plate in the mod for good. Only real issue with plate is the fact that it makes cut weapons obsolete. Everyone uses blunt or pierce because of plate.

Heavy cav are much bigger issue than infantry wearing plate. But again, heavy cav is also almost exclusive to strat. I haven't seen that many heavy cav on battle servers.

Siege gear must be improved but I would also like to see increased durability for those fragile constructions like Healing Tent or Weapons Racks. Currently no one wants to build those because they are essentially waste of construction sites (Jerklek will yell at you on TS if you waste his construction sites). Healing tent gives advantage but its not epic advantage as many believe. Because players have to stop patrolling areas they are supposed to guard, in order to heal themselves.

Offline Casimir

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Re: Strategus & DoubleXP
« Reply #61 on: December 17, 2013, 02:13:27 pm »
+5
The core mechanics of strategus need a fundamental shake up in order to make the game more fluid, easier to play and more rewarding for independent players / small factions.

These are my suggestions:

- Armies should be easy to make but hard to keep together. The current system for raising armies needs to be drastically changed in order to break the defensive meta-game. Active players should quickly be able to raise a well equipped army by tapping into a regional 'levy pool' which could be affected by prosperity and trade but mostly by repeated 'raising' of levies and battles. The Levies that one raises should be able to be maintained for one week without problem, however repeated raising of the same levies will result in desertion and equipment damage.  Equipment may be managed by the player who is raising the army, with a set amount of equipment points that will prevent huge armies of plate armoured mega warriors.

- This system of levy raising would help to prevent the massive amounts of troop build up and turtling that we have seen in the past. Fiefs should have a fixed garrison (replacing population) which is always equipped in appropriate gear. Villages should be lightly armed with very small garrisons, towns well armed but with the largest garrisons, and castles heavily armed with medium garrisons. 

- Movement time for armies and players should be increased allowing for quick strikes and quick responses. Quick marching should be reduced in duration or removed entirely as devs see fit.

- Merchants with small armies should be able to carry small / medium amounts of goods quickly across the map, making it possible for independent players to function as both bandits and traders alike. This would also allow for a far more fluid and dynamic economy. Huge trade caravans that are defended by shiny armies (like those we have seen this round) should crawl along and take weeks to cross the map, making them a juicy target for enemies and bandits alike.

Such changes will put more focus on the individual player rather than the faction. When an independent player without a fief is just as capable of raising an army as a faction member who holds one the game will be far more enjoyable. Inactive factions will find that their levy pools are depleted by independent players and large factions that spread too much will find they cripple their own levy pools if engaging in drawn out wars.
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Offline Andswaru

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Re: Strategus & DoubleXP
« Reply #62 on: December 17, 2013, 02:14:33 pm »
+4
(Jerklek will yell at you on TS if you waste his construction sites)

Offering admin rights to anyone wanting to kick jarlek next-time he has a battle. Am gonna introduce a special group that can only kick Jarlek.


Smooth is the admin NA deserves. Not being that much better, EU deserves Thomek.
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Offline Creslin

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Re: Strategus & DoubleXP
« Reply #63 on: December 17, 2013, 02:28:59 pm »
0
Can we get catapults fixed?  Currently there seems to be some sort of bug with them that causes them to get stuck on the furthest block placement which can make hitting a wall really hard at times.  Also some kind of fragmentation shot for the catapult would make them a little more interesting.  Shots on walls and towers are already hard enough to make, at leas with the intent of killing players, reward it by making the hits more devastating.

Offline Spartacus

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Re: Strategus & DoubleXP
« Reply #64 on: December 17, 2013, 02:31:44 pm »
+6
pls turn dbl xp at DTV on too!!
So thats NA, why do you care about EU? Are you trying to export freedom?

Offline BattalGazi

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Re: Strategus & DoubleXP
« Reply #65 on: December 17, 2013, 03:02:24 pm »
+2
Every EU battle turns into UIF vs Coalition, I'm bored of this same scenario. Change this if possible.

Suggestion: Create randomly timed & located Mongol invasion or something like that, so that people might fight together.

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Offline _Tamra_

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Re: Strategus & DoubleXP
« Reply #66 on: December 17, 2013, 03:08:19 pm »
0

Suggestion: Create randomly timed & located Mongol invasion or something like that, so that people might fight together.


The devs could join Strategus with OP-armies, like 10k troops and all this staff, regular movement speed, would be nice !
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Offline Mongolista

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Re: Strategus & DoubleXP
« Reply #67 on: December 17, 2013, 03:39:17 pm »
0
I just wish there was more hunts for multiaccs and more brave factions to stand against UIF, actually, make it more brave factions to stand as one against everyone else, so it wasnt just two blocks but 4 or 5 blocks, NI!
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Offline Jack1

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Re: Strategus & DoubleXP
« Reply #68 on: December 17, 2013, 03:42:54 pm »
+1
Bring back the mechanic were you construct your own armor.
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Offline dynamike

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Re: Strategus & DoubleXP
« Reply #69 on: December 17, 2013, 03:51:11 pm »
+9
For the sake of everyone that has ever needed to put an army together:

Automated army loadout.

Based on the number of troops you have on you in the fief you are sitting in, the system automatically picks from your gear (selectable) and the fief gear an appropriate standard selection of equipment.

The logic could look like this: per each 100 troops, select e.g. 100 armors (x light, x medium, x heavy) + 100 helmets (...) + 10 horses + 5 siege shields etc. and transfer them on you. If any category has less items available, select only what is there (and highlight what's missing).

Ideally you could select different army types for the config, such as e.g. "Siege", "Infantry Heavy", "Cavalry Heavy" and customize after the auto loadout to your liking.

Probably a ton of work to implement, but it would reduce the micromanaging a lot, especially late game.
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Offline Strudog

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Re: Strategus & DoubleXP
« Reply #70 on: December 17, 2013, 03:54:33 pm »
0
Can we get catapults fixed?  Currently there seems to be some sort of bug with them that causes them to get stuck on the furthest block placement which can make hitting a wall really hard at times.  Also some kind of fragmentation shot for the catapult would make them a little more interesting.  Shots on walls and towers are already hard enough to make, at leas with the intent of killing players, reward it by making the hits more devastating.

It is not hard to hit anything with a catapult, most people make the mistake of pulling the arm by jumping on the back of the catapult and leave it to human error to get the right shot, if you use the cog on the right side of the catapult you will quickly find that catapults are actually extremely accurate. Al i would lobby for is a buff in the increase of health on siege equipment.
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Offline Rebelyell

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Re: Strategus & DoubleXP
« Reply #71 on: December 17, 2013, 03:58:46 pm »
+1
catapults have high skill cap
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Offline Matze

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Re: Strategus & DoubleXP
« Reply #72 on: December 17, 2013, 04:01:13 pm »
0
Make some thing like food production in villiges. So viliges will be more importet for clans

Offline darmaster

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Re: Strategus & DoubleXP
« Reply #73 on: December 17, 2013, 04:14:12 pm »
0
i still can't believe somebody wasted 9 lp :l
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Offline //saxon

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Re: Strategus & DoubleXP
« Reply #74 on: December 17, 2013, 04:17:03 pm »
+3
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