From "The "Value" of land" and "Hit Limit"

Ideas that are to be implemented eventually; accepted suggestions.
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Freenhult
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Post by Freenhult »

Reduced Land gained from attacks (Devari/Ruddertail) 1/4 of current was suggested.
No Hitlimit (Beatles)
Reserves (Everyone) Based on Net.
Clan war modifications (Freenhult/Ruddertail) More offensive, Defensive penalty.
Building Efficiency over turns used. (Beatles/Ruddertail)
Ability to capture buildings with reduced efficiency (Freenhult) 1/20 of what it was. (Suggestion, nothing really said about it)
War Setting locked in for 36-48 hrs (Ruddertail/Frenehult)
People locked in clans for 2-3 days after peace is declared (Freenhult/Ruddertail)
Game News on main page or displayed in Global Account. (Freenhult/Ruddertail)
Scouting (Freenhult) Ability to scout past 10-15k land, but with large "Cost"

(Taken from my post)

A bit on Reserves.
5. Reserves: Defined - The oft-cited idea of reserves will be put into action.
6. Reserves: 25% of your army - Up to a quarter of your total troops can be put into reserve status.
7. Reserves: 1/3 upkeep - You will still have to pay some upkeep for reserve troops.
8. Reserves: No pulling delay - Balancing out the upkeep costs is the fact you can instantly call your reserves into action.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
Turock
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Post by Turock »

Reduced land gains from attack is an awesome idea. Land seems to change hands a little too much as it is now.

No hit limits is a good idea, but maybe not in the lower ranks. We ran no hit limits on the top 10 empires this set at ME and it worked well. Maybe no limits in the top 20.

After running the warehouse for a few sets at ME I really must say I am not 100% sure about the idea of reserves. My thoughts are that any storing allowed in the game is not a good idea.

If changes are made to land scouting then it would need to be done in a way so that it is still beneficial to attack and for magers to create land. If attack gains for land are reduced and scouting is increased then players will just scout if it is made to easy.

The rest of the ideas have been mentioned before and I think everyone was in agreement on them for the most part.
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Freenhult
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Post by Freenhult »

Like it says Turock. The Reserves are not a store place. They are there so you can't be killed, or if you need them in a pinch. Its not alot, and not enough to make a difference in a kill, but enough to keep you from being killed by people.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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The Beatles
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Post by The Beatles »

I like the idea of hit limits based on rank but maybe it should be by the amount of time you've played.
:wq
Turock
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Post by Turock »

It could be based on both via a config setting :) Having it based on time played would be good at the start of a set so that players have time to get started and not worry about a slayer taking them out right away.
Like it says Turock. The Reserves are not a store place. They are there so you can't be killed, or if you need them in a pinch. Its not alot, and not enough to make a difference in a kill, but enough to keep you from being killed by people.
Just make it a setting to be enabled or not please :)
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