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I saw the post on Conquest, Dawnseeker. It would not address either of these issues. You do not need to declare to attack a valley so you are still left with a situation where the "weak" can act with impunity against the "strong." At the same time, you would have "untouchable" cities that would remain that way.
If you want players to have the option of being "safe", give them a diplomacy mode with reduced resource gathering and increased build times to offset that safety. If you don't think it's "fair" to have players who don't attack get less, think of it as giving players who risk more for doing so.
There are fundamental dynamics that are undermined by the current situation and aren't adequately addressed in Conquest. First, a player needs to be able to affect another player's ability to remain in a location. The threat of "teleport or be barbed" may not be pretty but it was effective in doing that. Second, a player needs to be able to affect another player's ability to gather and use resources. Transports carting everything away did exactly that (while actually giving you a reason for things like a Warehouse). Third, the game meta needs to create the ability to prosecute unacceptable behavior. Think, "If you don't want to do the time, don't do the time." Age II gets rid of all those nasty consequences that might make a player think twice with their mouth or their actions.
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