Reforming Playing Conditions

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Ruddertail
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Post by Ruddertail »

*mutters* Typical... :P Still, the sooner we know, the better, so we can make sure they aren't bug-ridden.
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Nohc
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Post by Nohc »

I guess we'll need to do some testing before making any more suggestions.
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elvis
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Post by elvis »

all i have to say is i like the game how it is ill keep playing this original version till the end.
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Nuclear Raunch
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Post by Nuclear Raunch »

Hmm don't know how I missed this thread before but I'll throw out a few thoughts.

Turn rates: I think you should get max turns in about 24 hours. Most people work, go to school, etc and they have a set schedule. By getting max turns every 24 hours it allows people to have full turn runs at the same time every day.

Max turns: A max of 500 is probably the most balanced in my opinion. More max turns weakens indy strat, and strengthens mages, cashers, and farmers. Fewer turns help indy's and really hurt mages. The other strats get weakened slightly as well.

Kills: I see a few problems with kills. First the number of attacks to kill is extremely low. The heal hero (especially if combined with heal spell) allows you to attack way too many times. Using the heal spell you can heal 12 health points in 2 turns which means you can attack 3 times in 8 turns and be back at full health. Even on a 400 turn server you can still attack 150 times in a single run. That should still get you a kill depending on your target's land.

I'm not sure what you are planning on doing with the hero system but hopefully heal hero will be nerfed or deleted. Without the heal hero, and using the heal function to get back to health it takes you 15 turns to get 3 attacks in, which means on a 400 turn server you can get 80 attacks in. If you had a 500 turn server you could get 100 attacks in, which is not enough to kill unless your target had really low land. In my opinion the number of max turns is not the problem so much as the number of attacks you can get in those turns.

I'll throw a few kicks in on the dead horse and say the personal declare war had it's bright spots, but unfortunately it does allow anyone to kill anyone. I wouldn't mind seeing it nerfed a bit. IE: Not unlimited hits but increase the number of hits, or maybe just have it affect desertion and attacking range.

We should decide on how difficult we want kills to be, then we can figure out the best way to make that happen. Do we want them nealy impossible, extremely costly, take forever, etc? When we get a better idea of that we can get some better decisions on how to code it.

Over hitting: Most of the kill code changes will help alleviate this problem. Hit limit should vary according to the turn rate of the server. Once we figure out what max turns and turn rates are for each server we can come up with some appropriate hit limits. Just please don't have them +1 per hour, I hate those... :blink:

If I forgot to address any of the current problems I apologize. I have a bad memory and I'm still a bit tipsy from last night :ph34r:
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Devari
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Post by Devari »

Good points, Nuke.

An interesting suggestion would be to significantly reduce the amount of land taken in an attack, or perhaps after a certain amount of land (2000, anyone?).

Of course, there are probably good arguments not to. I just can't think of them right now. ;)
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Nohc
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Post by Nohc »

I don't see why not, Devari.

Even though we're trying to make killing harder, killing is some times necessary. I think that after being killed you should have to wait a certain amount of time before you can request to be deleted. Or it should take a certain amount of time from when you request to be deleted until you can make a new account. That may when you kill someone they can't just put up from the dead in a couple minutes with a new account. That way when someone puts a ton of time and resources into killing, it actually does some good.
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Post by Kyrodo »

maybe we should set up different costs for each hero, more of a thought then suggestion really... oh, and I support the 2000 reduce land take idea, and maybe it should take an amount of turns to declare war on someone, or some cost to it at least (if it's already implemented tell me...)

and I still strongly support the suicidal rush idea, except I'd make a slight change to it: If the player being killed has already killed a player at least once, then the attacker doesn't get a suicidal rush.

This way, we can attack and kill people who have killed unfairly with less losses.

also, I support all of nuke's ideas (well, most of them anyway :) )
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Post by The Beatles »

We used to have Kamikaze, but it was universally hated. :P
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Kyrodo
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Post by Kyrodo »

lolz, I couldn't imagine what that was like :*laughs*:
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Ruddertail
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Post by Ruddertail »

I agree with Nuke except on the concept of Brome. I'd leave Brome alone. Significantly decrease land gained when a target is under 2000, as Devari said, and double health penalties under 2k. So an attack normally taking 8 health would now take 16, with a net of 12 health lost every attack. Killing would still be possible, but it would take four or five people in a coordinated effort to do it.

Personal war, maybe double hit limit? So if you could hit them 21 times, you could now hit 42 times. Enough to do far more damage then usual, but nowhere near enough to kill.
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WOA: Attila the Hun(#13)
BFR: ?
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Nuclear Raunch
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Post by Nuclear Raunch »

Devari: We need to decide how difficult we want to make kills. Reducing land grabs after a certain point will help, requiring a standard attack to take the last X amount of land should help make it harder, suffering desertion when hitting an empire that has less than X amount of land would work too.

When we can answer a few questions then we can get a much better idea of which, if any, of these suggestions we should implement.

1: How many empire's should it take to kill?

2: How costly do we want to make kills?




Kyrodo: I'm curious to see what changes will be made to heros. I actually wouldn't mind seeing some type of a penalty added to each hero. For instance you can get a bonus to offense but will suffer a penalty to defense. That way you have to think about each hero and decide which ones will really suit your strat the best.


Ruddertail: With the added health penalty you will still be able to attack and heal in 4 turns. Even if it takes you 75 attacks to go from 2k land to 0 you will still be able to attack 150 times in a 500 turn run.
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The Beatles
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Post by The Beatles »

So far the ideas that most appeal to me in the topic:

1. Don't eliminate warset/peaceset, but limit them.
2. Include negatives with Heroes.
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Kyrodo
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Post by Kyrodo »

Oh, and also, if your at war with someone, maybe you can make it so that you lose troops at a lower point then you would if you weren't at war with them, that way, you can never make a kill run without taking some losses
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Post by purekilla2k »

kyrodo, being real it would be unclaimed charted land which means it would be free to claim so technically you should be able to attack abandoned empires because even though there abandoned wouldnt the land still be there
thats my suggestion :D well kinda ^_^
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Post by Kyrodo »

So that we don't have purekilla purekilling all the land :P
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