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Thread: Brainstorming - Supporting Large Armies

  1. #151
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    Quote Originally Posted by Lord Seyton View Post
    1. Enforce or remove the resource capacity limit. Removing the climit will allow your farms, mines, quarries, and lumber mills to keep producing. Enforce the limit and players are forced to maintain supportable armies. If that is done, then food requirements should be lowered to more realistic levels.
    Enforcing the limit would hurt beginning cities if they're getting outside help to get started. Or for a new city you're building up wouldn't be able to take in anything except meager supplies. It would dramatically limit the size of a supporting army, unless you're constantly on and able to fuel the army (or your allies can).

    Quote Originally Posted by Lord Seyton View Post
    6. I like the idea of allowing development of your valleys. Right now I can take a lvl 1 lake and as long as I hold it it will remain lvl 1. We should be able to build upgrades on it to increase its production or bonuses. Losing the valley by attack would lower its level of development. This makes valleys useful again AND needed to be defended.
    As long as the only thing being upgraded is its production, I agree.

  2. #152

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    That's why I said enforce the limit or remove it. Removing it would mean I wouldn't have to raid as much for resources because as long as I was in the green I was making more.

    Here are some more I thought of (or may have seen elsewhere)...

    7. Add a "Repeat Recruit" option in the barracks that will just keep recruiting a certain number of a certain type of soldier as long as it's on and you have the resources. This would eliminate the potential need of shuffling an attack hero through your cities and the constant need to set recruitment every few hours. This would certainly make many player's lives easier.

    8. Elminate attacking army caps. I know this was suggested elsewhere so I'm simply repeating it. Since defenders can be however many are in the city, rally spots should allow whatever size army to be sent. The rally spot can still limit how many attacks can be sent out but the size of the army shouldn't be limited if you have the resources to send them.

    9. Increase the amount of resource production. At the very least, increase the amount of food grown by each farm or allow the resource techs to be advanced beyond level 10.

    10. Make a distinction between a city assault and a city raid. One is for resources, the other is for conquest. A raid would result in fewer casualties because the forces would not look to become fully engaged. An assault would try to destroy the defenders and therefore result in higher casualties.

    11. Related to #10 - Raids could have a chance of being carried out without the defender knowing who did it. This could lead to an entirely new level of strategic depth. You *could* raid allies just not assault them. If a hero's intelligence was high enough he increases the chances of not being discovered.

  3. #153

    Default penalize those preying on newbs...

    I like the idea of prestige based off of army size, and then capping and limiting attacking lower prestige (lvl. players). You could either not allow it, or put harsh penalties on it... like cutting honor in half, or reducing it 25% or something.... or even down to 0. As you really have no honor if you are preying on newbs...

    This will keep all the newcomers interested in the game and keep it growing. I see too many people leave after being destroyed by someone with 20,000 times the troops he has.

  4. #154
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    Quote Originally Posted by Lord Seyton View Post
    Here are some more I thought of (or may have seen elsewhere)...
    Not that I agree or disagree with these, but these have nothing to do with supporting a large army: 3, 4, 7, 8, 10 and 11.

    As for the others, on #9, I agree with the techs. But I think making the valleys active resource nodes instead of relying on internal production would mean more to the game. I have a thread on valley ideas here.

  5. #155

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    3 deals with armies in general.

    4 deals with recruiting soldiers into your armies (large or small) and could thereby increase the size of armies by reducing the amount of time spent setting recruiting ques.

    7 also deals with recruiting into your armies. This could lead to large armies or larger armies in some cases if players aren't able to get online as frequently do to returning to school, work, or other.

    10 could be related to the structure of your armies. If someone prefers to just raid then he would want lighter forces which would be more suited to quick lightning strikes as opposed to the heavier assault troops. This would make cataphracts, cavalry, and swordsmen a bit more relevent in the game now.

    11, again, related to army structure and strategy.

    I know they aren't directly related to actual support of current armies but taken all together they do apply to the creation, use, and support of armies. That's why I felt they belonged in this thread.

  6. #156

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    What I miss in all this discussions..why the need for big army's.. because of the big defenses right?...and the big armys cost a lot to maintain...how come the big defenses cost nothing..maybe they should take a lot of food to maintain as well...this will lower the defenses, so it will take a less bigger army...
    also, why not lower NPC lvl after each farm, thus have them vanishing after 10 farms, and , when below lvl4 or 5, after 24 hrs of no attacks, just have it vanished...

  7. #157

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    I'd like to see troop numbers commensurate with food production or is that too simple? However I'd also like to see greater capability to gain food production by allowing players to obtain unlimited amounts of valleys which they will fight over and cause the real situation to "go to war". Players should also have the ability to defend those valleys and maintain food supplies from the valley itself rather from the city. That way, players could call those troops to reinforce if attacked and an attacker could get a nasty surprise if attacking with 100k balista only to find there are 500k balista waiting to greet him/her.

  8. #158

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    Oh...and there'd be less NPC's if Evony cleared out the level 6 to 9's which are totally unassailable and a waste of space unless they make them able to be attacked and farmed again. I used to like going up and down the road to two 7's and 2 9's once or twice a day instead of the 40 level 5's I now have to visit 3 times a day. More space less waste eh? Get your thinking caps on please.

  9. #159

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    ok so heres my idea. --

    introduce barbarian armies that attack wealthy cities, jsut as they would in real life?

    it would solve many of the problems and lacking gameplay elements.

    if these armies only targeted cities that has a combined wealth of over some value, it would add end gameplay to the game. as it stands now, the players that are able to farm and support these massive armies are also the players that have near inpenatrable cities if they decide to sit back and relax. other players just arnt willing to lose their armies for little profit, however, if there was the added threat of the barbarians attacking these cities, it would make defending a lot more taxing.

    The point of them only hitting wealthy cities, would also help to solve this problem of hoarding. There are a lot of holes in this solution without me fully explaining, which i would be glad to if devs were interested in the idea.

    just to add as a general note to the whole thread, id very much like to see extra elements added to the game, rather than see some kind of nerfing, or restriction imposed, or some other arbitrary number capping that makes no physical sense. Its this that gives satisfaction to a community, anything else will just be turning people away

    as a secondary idea, would like to see some kind of defence upkeep added, similar to the troop upkeep? after all it makes sense, and makes the game not just revolve around food in the end gameplay.
    Last edited by FuzionF; 06-29-2009 at 08:31 PM.

  10. #160
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    Quote Originally Posted by FuzionF View Post
    ok so heres my idea. --

    introduce barbarian armies that attack wealthy cities, jsut as they would in real life?

    it would solve many of the problems and lacking gameplay elements.
    Most 'wealthy' cities have ridiculous defenses. It'd make wealth a thing NOT to have if the barbs could level those defenses and take your stuff.

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