
Originally Posted by
reddbaron
I have an issue with reinforcements in Age II
1) If you reinforce an ally mate and he has a battle with your troops. You do not heal. 100% losses. This penalizes teamwork. The attacker however does heal. Very unbalanced and actually since generally an attacker would naturally be a stronger player (unless he is suicidal) this is actually backwards balanced. It makes the weak weaker and the strong stronger.
2) Also you do not get a report directly when the battle happens. (although it can be found on the ally page)
3) If your prestige is too low, your reinforcements get plundered and dont even make it to the battle. This also penalizes teamwork. Once again backwards balanced to promote the already strong and make them stronger.
4)The attacker can scout the defender to see if he gets reinforcements but the defender can not tell if the attacker reinforced on the suppression. Also giving a huge advantage to the attacker who can choose to recall if needed. The defender has no such option.
These are so anti play balance I can not even understand why you put them there. Anti teamwork. Anti play balance. Promoting drastic imbalances between the weak and the strong. Reducing teamwork, strategies and tactics. Most importantly driving away players when they see it is heavily balanced in favor of the standing "elites"
Can a developer (or anybody) please defend these game mechanics to me?
1. If you reinforce someone, and lose troops, and you are not getting to medic them (assuming you are online at the time) that is a bug and should be reported as that is not intended. Complaining as if it was intended is counter-productive.
2. It isn't your city, and unless you are reinforcing someone who is offline, you'll probably get feed-back from the defending player when the attack lands or an update on the situation (sometimes you have to ask). You can always check your own reports > movement section to see how your reinforcements are doing.
3. Something one must learn is when to reinforce and send resources and when not to do so. If the player in question simply has too much prestige as to make that bad for the reinforcing/transporting player, that is a time when they should not do so. There should be enough players within the appropriate prestige range to help that player, and if there isn't they can dump some prestige if they need the reinforcements or resources. Prestige is simply a number, and if their army isn't big enough to back it up, they might consider lowering it a bit so they don't turn into a paper tiger (looks big and scary on paper, but cannot back it up). If it was resources that were being sent, you can send them to someone partway between yours and theirs to act as a middleman so the higher prestige player gets the resources. Yes, this is called teamwork: putting the team before personal achievements like high prestige or passing resources from one player to another.
4. Using an application called Cooltimer alliances can time reinforcements to land within the last second before the suppression battle happens completely negating any advantage the attacking player has such that they only know what is currently in the city.
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Developers, as far as I know, do not post on the forums.
But....the eternal ray of sunshine REALLY wanted to see you, so I helped brighten your day by removing the city from around you! ^.^
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