Author Topic: Crime  (Read 4236 times)

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Offline Stabb

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Crime
« on: February 27, 2014, 09:00:18 pm »
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So I'm looking at some fiefs and I have become very confused about crime. Hopefully I'm not the only one who is super confused about this.

1. Does crime increase as there is more S&D or does it increase by the amount of time since a transaction was made?

2. How is crime decreased?

3. How many troops die per hour from crime, or does it kill them all in one hit?

4. Does crime have an affect on anything besides your troops?
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Offline Eddy

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Re: Crime
« Reply #1 on: February 27, 2014, 09:24:56 pm »
+2
Crime:
Most likely it will work like this: Every village has a crime rate of 0%. Every hour your S&D is > than your daily production, you gain 1%, when its below, you lose 1%. Every minute, a random troop in the fief (visitors or garrison) dies, based on the chance of the crime.
Changed the crime rate tick to every 2 hours instead of every hour, and changed the formula to S&D > daily_income+1000
Should answer your questions i think :wink:

Offline Stabb

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Re: Crime
« Reply #2 on: February 27, 2014, 09:25:53 pm »
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Should answer your questions i think :wink:

Yes you did. Thank you.
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Offline Bittersteel

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Re: Crime
« Reply #3 on: February 27, 2014, 10:13:22 pm »
+1
Should defnitely nerf crime, 25 men died in 10 minutes. That makes no sense what-so-ever. I mean, are you telling me there are murderers running around in every fief killing people randomly?

Offline imisshotmail

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Re: Crime
« Reply #4 on: February 27, 2014, 10:22:04 pm »
-1
Should defnitely nerf crime, 25 men died in 10 minutes. That makes no sense what-so-ever. I mean, are you telling me there are murderers running around in every fief killing people randomly?

The idea with crime is Don't go inside a fief with crime. You're not supposed to be able to just idle in a fief that has crime. Stay outside it.

Offline Bittersteel

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Re: Crime
« Reply #5 on: February 27, 2014, 10:26:21 pm »
+2
Obviously, i got that part. But it seems dumb with so many casualties. It's way too much.

Offline Artyem

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Re: Crime
« Reply #6 on: February 27, 2014, 10:28:52 pm »
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The idea with crime is Don't go inside a fief with crime. You're not supposed to be able to just idle in a fief that has crime. Stay outside it.

While you're not entirely wrong, it's still a little ridiculous that you can lose 100 troops in a single night because you didn't feel like parking outside of a fief.  Shit, I lost 20 troops last night in about an hour when I was spending production points and transferring gear.
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Offline Lt_Anders

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Re: Crime
« Reply #7 on: February 27, 2014, 10:56:22 pm »
-1
End of last strat there were thousands of troops inside inactive fiefs where the clans hadn't done anything for ages, if the crime mechanic was like 1 troop per day or 1 troop per hour it wouldnt even make a dent on that sort of playstyle. It has to be punishing, dont hang around in a fief with crime.

It completly makes being a fief owner, bullshit. Crime goes up, you either have to leave YOUR OWN FIEF (and thereby all the glitchs etch that can come with it) or suffer.

Now, I think the gear glitch is supposed to be offest by rank thingy, but I'm not sure if you can do that while NOT in the fief....
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Offline imisshotmail

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Re: Crime
« Reply #8 on: February 27, 2014, 11:09:27 pm »
+1
Any clan that can't keep the s&d down in their fiefs below 1200, does not deserve to own that many fiefs.

Offline Bittersteel

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Re: Crime
« Reply #9 on: February 28, 2014, 12:20:55 am »
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Better to add diseases or something for fiefs with over 10000 men within.

Offline Bittersteel

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Re: Crime
« Reply #10 on: February 28, 2014, 12:34:53 am »
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But then it wouldnt punish inactive fiefs with a load of people in In which way wouldn't it? Same affect as now. If low troops, just take it., and it wouldnt punish a small faction from owning a load of spread-out fiefs at once. Same as above, small faction, spread out fiefs. Either low troops count or same affect as now.And the 10k garrisons alone last Strat were just stupid, hopefully now we'll never even get close to that many troops camping one fief.

I mean, there's plenty of options, i personally believe, there's tons better then the current one.

Offline Bittersteel

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Re: Crime
« Reply #11 on: February 28, 2014, 12:52:58 am »
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10k was just a number and it was merely a suggestion. I agree on all of your points except i believe the number needs to be dramatically lowered. Might just be my opinion right now as we haven't gotten far into strat.

Offline Butan

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Re: Crime
« Reply #12 on: February 28, 2014, 02:35:26 am »
+2
Might just be my opinion right now as we haven't gotten far into strat.


I believe everything will work just fine if we give it enough time. Early strat cant be the basis on which we compare if stuff is working or not: today 10.000 silver is a lot, tomorrow 1.000.000 will be nothing! The same applies for everything based on numbers, as is crime.

Offline Lt_Anders

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Re: Crime
« Reply #13 on: February 28, 2014, 04:49:06 am »
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Also, remember that crime is based on prosperity right?(that affects s/d growth so high prosp means higher crime tolerance more goods, etc, but faster growth so more easily needs be managed.)
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Offline Bittersteel

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Re: Crime
« Reply #14 on: February 28, 2014, 02:03:22 pm »
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I believe everything will work just fine if we give it enough time. Early strat cant be the basis on which we compare if stuff is working or not: today 10.000 silver is a lot, tomorrow 1.000.000 will be nothing! The same applies for everything based on numbers, as is crime.

Might be, will be interesting to see.