Author Topic: Strategus & DoubleXP  (Read 30882 times)

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Offline Segd

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Re: Strategus & DoubleXP
« Reply #150 on: December 20, 2013, 01:08:02 pm »
+1
This please. Would really improve early gameplay and later on it helps many smaller factions that do not own 10-20 villages and towns to have everything loomed to +0/+3 what they need.
Or you could go to big faction & buy +3 items with discount(I bet, full +0 set will be ready in all major factions at the end of first week). But 95% of lords will loom straw hats of their choice like they did this round anyway & then will whine about how Strat is broken & how poor they are.  :?

Offline Butan

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Re: Strategus & DoubleXP
« Reply #151 on: December 20, 2013, 01:30:50 pm »
+6
To be honest, I would enjoy seeing gear level completely wiped, there is too much drawback with the different items rank (micro management and bugs)


I would much prefer to have a "realist" production, with only +0 gear and goods, more or less accesible depending on the fief type (castles = gear production, villages = grain/goods production, cities = money production w/o trade)

Offline Osiris

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Re: Strategus & DoubleXP
« Reply #152 on: December 20, 2013, 03:55:14 pm »
+3
yeah we don't really need looms in strat battles. No looms would make it easier for solo players and themed players. because lets face it, it became really hard to find some weapons and armours in this strat. If a  guy wanted to make a 500 man samurai army he had no chance on eu :D


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Offline Corsair831

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Re: Strategus & DoubleXP
« Reply #153 on: December 20, 2013, 03:55:49 pm »
0
To be honest, I would enjoy seeing gear level completely wiped, there is too much drawback with the different items rank (micro management and bugs)


I would much prefer to have a "realist" production, with only +0 gear and goods, more or less accesible depending on the fief type (castles = gear production, villages = grain/goods production, cities = money production w/o trade)

same, the whole "+3 gear" thing only really served to make sure certain factions had more unique gear they could make because they had to specialise

you could achieve the same thing by simply allowing factions to reduce the cost of certain gear(as it is now but perhaps to a greater extent)

the whole "+3 gear" thing in strat really doesn't have a function right now :))
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Offline Erasmas

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Re: Strategus & DoubleXP
« Reply #154 on: December 20, 2013, 07:16:57 pm »
+3
Some guys come to strat battles to enjoy +3 items they could never have a chance to try in crpg. Keep'em in. Whatever makes people play in strat battles - keep it in.
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Offline Keshian

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Re: Strategus & DoubleXP
« Reply #155 on: December 20, 2013, 07:32:11 pm »
+1
Could just make all non-siege equipment +3 with no degrading but a lot lower looting percentage.  Would be a lot less people getting the item bug and still get to try out fun +3 gear not easy to get in crpg.
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Offline Corsair831

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Re: Strategus & DoubleXP
« Reply #156 on: December 20, 2013, 08:11:47 pm »
+1
Crazy notion, but maybe have all gear at +0, but fiefs can loom *1* item each on a first-come-first serve basis (so no 2 fiefs have the same item at +3) or have a random item assigned to each fief. That way different factions will have unique gear and items at slightly higher quality, and an incentive to hang onto Villages, cos they may produce something really useful that's worth protecting even if not a desirable invincible camping fief.

Maybe 1 item for villages, 2 for castle, 3 for city? Or 1, 3, 5. But whatever it is i like the idea of factions having access to different gear, and fiefs becoming desirable based on what they produce more than just tactical positioning and the easiness of defending a certain map. More of an incentive to attack, and to defend even the 'weak' fiefs (village battles are the most fun anyway).

your ideas not bad, but rather than an extreme "no 2 fiefs with the same gear" have it so that the more fiefs that have the same piece of gear loomed, the more expensive it is, meaning there's an advantage to go for rarer gear which wouldn't usually be taken.
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Offline Zildjan

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Re: Strategus & DoubleXP
« Reply #157 on: December 20, 2013, 09:26:43 pm »
+1
Cancelling a battle should be less punishing, maybe add a system that lets both sides agree so that the attackers can walk away with everything.

Also, maybe it wouldn't be a bad idea to make attackers lose a random number of their leftover troops on retreat instead of losing everything.  For example, an attacking army uses 1200 of their 1800 tickets, they run out of time, retreat, and manage to escape with 300 troops but only keep the gear that wasn't used.

^Agree with the ability to retreat mid battle.  Or maybe only if you're the attacker during a siege. Really, anything to help out people trying to attack cities/castles.  I've been at too many sieges where equipment/siege gear bugs/whatever make it impossible to take the castle.  Then the attackers lose everything and don't even make a dent in the defenders... I see no reason why the attacker shouldn't be able to retreat and keep all gear and troops that haven't been used yet.
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Offline Socks

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Re: Strategus & DoubleXP
« Reply #158 on: December 21, 2013, 05:36:14 am »
0
Some guys come to strat battles to enjoy +3 items they could never have a chance to try in crpg.
Wow finally some body points this out.
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Offline Butan

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Re: Strategus & DoubleXP
« Reply #159 on: December 21, 2013, 01:20:05 pm »
+4
Wow finally some body points this out.


Who cares if everyone has +0, or everyone has +3, since it would become the norm?

One could just add "masterwork" tag in front of all item tag and you would not see a difference, since all would have the same stats according to our ideas.

Offline kinngrimm

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Re: Strategus & DoubleXP
« Reply #160 on: December 21, 2013, 02:08:41 pm »
+1
i still ike to have a Blacksmith who could upgrade gear in their loom levels.

The most anoying part for me always was to sort out the different loom levels, what should be used for "prestige fights" and what for "patrolling", that even such a catagory emerged in my mind(and i guess not only there) speaks volums.

I like to be able to sepparate my faction, by the quality of gear we could produce from others, we had early on Steel Picks +3 and Mercs and Coa bought them from us or we just brought a few around to have them in their fights =), anyhow i like the concept of -/+ loom levels, i just dont like that we have then a crazy amount of small piles of that crap which we need to hord till we get a usable number together to outfit something with it or that later on when there was enough money , that stuff was just sold.

Instead give me a blacksmith, where i need to pay a % of the weapon also depending on the loom level it is increased to and therefor we get rid of these chunks of small piles of garbage laying around for ages to rott on our characters.

To individualize it, you could say only where that certain type of gear had been loomed to a certain level, the blacksmith also could upgrade it to that level. Therefor, we would need to ship around - loomlvl gear, but in the end would create nice gear again, with only a few stacks and easier to handle.


EDIT:
if you would want to make it real easy though, 100% resale price form original price and no loom levels. That but takes away a bit of the individuality and possibilities for gear deals.
« Last Edit: December 21, 2013, 07:45:17 pm by kinngrimm »
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Offline Osiris

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Re: Strategus & DoubleXP
« Reply #161 on: December 21, 2013, 04:28:22 pm »
+1
Wow finally some body points this out.

if you have a +3 weapon and he has +3 armour and +3 gloves what are you gaining from "trying +3 weapons out" You gain 1 speed? and you do less damage than if everything was +0.
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Offline Artyem

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Re: Strategus & DoubleXP
« Reply #162 on: December 21, 2013, 11:18:01 pm »
+1
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Offline Tydeus

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Re: Strategus & DoubleXP
« Reply #163 on: December 22, 2013, 10:02:28 pm »
+4
Implement citizen unrest for all fiefs(or just villages and towns).
  • Reduce population by 'a', troop garrison by 'b', and 'x' random heros in the fief lose 'y' troops every tick.
  • "x" heroes would be defined by the unrest amount(each fief type gains unrest at differing rates, villages and towns being the highest).
  • Unrest increases as the total hero army size(add up the troop count for all heroes within a fief) + garrison:population ratio increases.
This should make it so you can't stack troops as effectively, and also works well with the following suggestion.

Make sieges lock down the fief until:
  • Attackers choose to begin the assault
  • Defenders decide to sally forth(becomes a field battle)
  • Attackers break off the siege
Do something to reduce the amount of heavy/plate armor.
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Offline Tydeus

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Re: Strategus & DoubleXP
« Reply #164 on: December 22, 2013, 11:03:44 pm »
0
Even increasing requirements on heavy armour would be enough i reckon.
Maybe, but it would have to be raised a fair bit, otherwise the only thing that would happen, is that people with less than 15 str wouldn't be allowed into strat battles. Could increase requirements starting at 8-12~ weight body armors(+1 str req initially) up to the highest getting +5 or so str req.

« Last Edit: December 22, 2013, 11:34:18 pm by Tydeus »
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