View Poll Results: What is your opinion of the Endgame Idea?

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  • Great idea I think it should be implemented!

    5 27.78%
  • Great idea but it needs to be changed a bit!

    9 50.00%
  • Good idea but it shouldn't be implemented.

    0 0%
  • Terrible idea, keep trying.

    4 22.22%
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Thread: Army Support, Endgame Fix possibility

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  1. #1
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    Default Army Support, Endgame Fix possibility

    Alright, this will take some faith on the experienced players part but just bear with me and hear me out please.


    Army Support
    • 1. Remove the need for Mich Scripts for resources and cottages
    • 2. Increase the max level of valleys (NOT NPCS) to 15
    • 3. Increase max level of cottages to 12
    • 4. Increase the max level of resources to 15-20

    --Requirements to go beyond level 10 = Level 10 TH and level 10 Walls
    --This seems extreme but, think about it. Evony is about to destroy most NPC that were player created. Having such an increase in resources will definitely give a HUGE boost to those multiple hundreds/millions of food upkeep. The cap could even increase even more but this just makes sense to me.

    What will this cause?

    • This will definitely create a need for Valley's. If valleys are increased in level, they would provide much more beneficial bonuses and would be essential to all players.
    • It will lessen the number of stone/iron mines needed and will help newer players as well as experienced players have a more substantial food income or wood income to buy food.


    Like I said, I know for a fact a lot of experienced players will hate this idea but it could work. Easily. So take it for what it's worth please.

    Endgame Possibility

    This has to deal with the Queen. I've thought about it for a while and here's what I've come up with.

    I know there's been a lot of debate over the queen elections and this would give help to that as well.

    First off, each server/world will be given a Queen.
    This would give a LOT of queen entries a chance to win.
    2nd Option, 1 Queen wins and appears on every server/world.
    I'm sure this is what Evony intended originally, still works.

    Now, this is where an endgame goal comes into play.

    The queen is held captive on every server in a Level 11 NPC Castle which is randomly placed somewhere in the Evony map.
    It's up to alliances to coordinate an offensive and capture the castle.
    Details of the units/defenses of the castle can be figured out later, they are unimportant right now.

    Queens will still stay in their respected alliances, their Name and winning Photo ONLY will be used in the NPC castle.
    Queens will also not be aware of the whereabouts of the castle.

    Upon the capture of the castle, the specific player to win the castle earns the following
    • The title: Queen's Protector

    • A 10,000 increase in prestige upon capture of castle as well as a global message of achievement
    • Alliance is automatically moved to first place
    • All alliance members produce/research with a 20% increase
    • All alliance members gain prestige at an extra +10% rate
    • Alliance members flags change to a custom color of the host's choosing (pointless but it sets them apart from everyone)
    • All alliance rally spots have an 10% troop increase.
    • All defenses of the newly captured castle are instantly refilled upon capture and cannot be rebuilt once destroyed
    • the ability to produce a new unit in the level 11 barracks ONLY in that castle.

    A contest can be held to create this new unit. A couple ideas off the top of my head
    • Knight ---- Powered up Swordsman with a heck of a lot better stats
    • Monk ---- Regenerates 10% of the units killed in battle


    Now, here's where the fun part comes in

    How it works

    When the castle is captured by said player/alliance the castle is then teleported to another random location within a State of the players choosing after the capture, If the player is offline while the castle is captured, it is then teleported to a random location anywhere in Evony. All defenses are refilled to capacity and CANNOT be rebuilt.

    After 3 days of holding the castle a GLOBAL MESSAGE will be displayed with the new coordinates. The castle is fair game for every alliance at this point.

    Once the castle is taken it is randomly teleported again, the previous alliance loses all bonuses, the player loses the title as well as the ability to create the new units.

    What does this do?

    • This creates a need for exploration during the 3 days. Obviously an alliance has a huge advantage if they learn the whereabouts of the castle before the global message.
    • Defenses cannot be rebuilt which will eventually lead to the downfall of the castle eventually
    • I propose the Embassy of the castle be level 4-7 rather than 10 so it's not crazy impossible to capture it.
    • This creates an endgame for everyone, sort of like a KING OF THE HILL type aspect which never ends.




    Once the defense of castles is nerfed this should be implemented
    Level 11 walls + 1 archer > All of Evony player's armies combined



    Anyway let me know what you think!
    Last edited by Jj456; 06-25-2009 at 12:17 PM.
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  2. #2
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    Army Support

    I agree with removing the requirement for mich scripts on cottages and resource nodes. Nobody's going to spend one on them, anyway. Allowing them to go beyond 10, as well, will help with allowing older players to field larger armies.

    Making valleys higher level than what they are now and keeping them as they are doesn't ring well with me. The problem becomes controlling them - if you want to keep them, you have to house soldiers there. These soldiers eat twice the amount of food as normal (because we all eat more when we're traveling, I guess). The end result is that the best return on the investment (attacking a high level valley) is to attack and take it with a large initial force, and then send the force home, lest they eat away the gain you have by holding the valley. Then it becomes a game of valley ping-pong.

    I think the valley solution is two-fold:
    1) Eliminate the penalty for having an army camp outside of the city. Instead, based on terrain, give them a foraging bonus.
    2) Give workers something to do - have them actively harvest resources from the valley. As an example, a level 4 grassland, with 1,000 workers, could give 50,000 food an hour. Another 1,000 workers will give half of that additionally. And so on*

    *about this - actual numbers can be balanced by the devs, I have no idea what will/won't work here in their minds, it's the basic idea I'm advocating, not the numbers

    This creates a situation in which your forces are exposed instead of sitting in insurmountable numbers behind their insurmountable walls, and since it costs less overall to feed them if they're deployed in a valley somewhere, we have an incentive to have them sitting in a place other than their protective bubbles. It also allows you to field larger armies, though you expose them to the possibility of attack.

    Endgame Possibility

    Ever notice how battles are seldom very close? How one side tends to inflict disproportionate losses on the other? If you had a level 12 barbarian city, that's what would happen. The only way to win would be a single, massive attack. Trying to whittle it away with smaller forces would just be suicide. Look at the numbers required to take a level 8 city, then level 9, then level 10. Then think about that line up to 12. The only ones who'd have a shot at the Queen would be the top players with armies of mythic proportions at their disposal.

    I'm not saying this is a 'problem', just saying that this is the reality. Another thing is that, in order to take any city, you have to empty its defenses and attack repeatedly to get down the loyalty. Well, once the brunt of the work is done, everyone can spam the city in the hopes of getting lucky and teleporting away scott free. Where's the incentive for the big guy who launched the initial attack? And what about the little guy who suddenly finds himself teleported into the middle of an enemy alliance?

    I like the idea of something to do at endgame, but there are things that would need fleshing out.

  3. #3
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    Quote Originally Posted by Atrophy View Post
    Army Support
    Endgame Possibility

    Ever notice how battles are seldom very close? How one side tends to inflict disproportionate losses on the other? If you had a level 12 barbarian city, that's what would happen. The only way to win would be a single, massive attack. Trying to whittle it away with smaller forces would just be suicide.
    It's level 11, and the defenses DO NOT regenerate. The point being, it's almost the combined efforts of ALL the alliances attacking it. Again, the defenses do not regenerate. Also, I said once defenses are nerfed this will be a good idea.

    Quote Originally Posted by Atrophy View Post
    Look at the numbers required to take a level 8 city, then level 9, then level 10. Then think about that line up to 12. The only ones who'd have a shot at the Queen would be the top players with armies of mythic proportions at their disposal.
    I said this is an END GAME possibility, the only reason this is here is for the top players who have nothing left to do but pound down on weaker players. Of course it's only for armies of "mythic proportions" because this is a combined goal of every alliance once they've been established.

    Quote Originally Posted by Atrophy View Post
    I'm not saying this is a 'problem', just saying that this is the reality. Another thing is that, in order to take any city, you have to empty its defenses and attack repeatedly to get down the loyalty. Well, once the brunt of the work is done, everyone can spam the city in the hopes of getting lucky and teleporting away scott free. Where's the incentive for the big guy who launched the initial attack? And what about the little guy who suddenly finds himself teleported into the middle of an enemy alliance?

    I like the idea of something to do at endgame, but there are things that would need fleshing out.
    The defenses do not regenerate. Units can be produced. During the 3 days the alliance of the holding player will send reinforcements in hopes of holding on to the bonuses for a little longer.
    It's a garauntee that the castle WILL be taken and the process repeats.

    Now the city being teleported is so no one knows where it's at while the alliance fortifies the city. If it were to stay in 1 location, EVERYONE would already know and would be able to attack it right away and it would just change hands every second.

    Where's the incentive for the big guy who launched the initial attack? And what about the little guy who suddenly finds himself teleported into the middle of an enemy alliance?
    If he's the one to capture the city, the alliance and him get bonuses. If it's someone else from the alliance, they all STILL get bonuses. That's the incentive.
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  4. #4
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    Default Risk vs. reward

    The thought that the defenses won't regenerate only supports the line of thinking that the little guy (or someone other than the one who initiated the attack) can snipe the city from the ones who put forth the effort. After losing massive casualties to try and take the city, only to have it taken by some random guy cav spamming, would suck.

    Even if you did manage to take the city without it getting sniped, there's the distinct possibility that the city will teleport too far away to be reinforced. What then?

    Risk not worth the reward, as it stands. That's what I'm saying. 10% research time won't matter if you're already at level 10 everything-that-matters (you did say this was endgame). 10% production is somewhat marginal when you're talking about 3 days, and most of your food income and such coming from raiding barbarian cities.

    So I'd increase the reward. Give the city something unique - like resurrecting 2% of all the soldiers who die in alliance battles, up to a certain number for each type. And by that, I mean the enemy's troops, too, resurrecting to serve your army.

  5. #5
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    Quote Originally Posted by Atrophy View Post
    The thought that the defenses won't regenerate only supports the line of thinking that the little guy (or someone other than the one who initiated the attack) can snipe the city from the ones who put forth the effort. After losing massive casualties to try and take the city, only to have it taken by some random guy cav spamming, would suck.
    Ahh, I see. It's a possibility but very unlikely when alliances are sending 3-4 waves per player. I'm sure if this is implemented it WILL happen but not very often. I think i have a fix for this too..

    Quote Originally Posted by Atrophy View Post
    Even if you did manage to take the city without it getting sniped, there's the distinct possibility that the city will teleport too far away to be reinforced. What then?
    How about rather than randomly teleporting, the player can choose a STATE after capturing it and the castle is then randomly teleported within that state. The only reason I propose this is so the castle doesn't sit in one spot and alliances move all their castles right next to it and it becomes a hotspot.
    If the player were to choose a state that would narrow down the time needed to reinforce by a substantial amount.

    Quote Originally Posted by Atrophy View Post
    Risk not worth the reward, as it stands. That's what I'm saying. 10% research time won't matter if you're already at level 10 everything-that-matters (you did say this was endgame). 10% production is somewhat marginal when you're talking about 3 days, and most of your food income and such coming from raiding barbarian cities.

    So I'd increase the reward. Give the city something unique - like resurrecting 2% of all the soldiers who die in alliance battles, up to a certain number for each type. And by that, I mean the enemy's troops, too, resurrecting to serve your army.
    Yes your are right.

    The 10% production/research was more aimed at troop times but it could help construction to an extent.

    I like the resurrecting a lot.

    The idea isn't flawless but the concept will work in my opinion.

    I just wanted to provide a skeleton of an idea and we can all fill in the details as the concept is thought out.


    Edit: Added in more bonuses on original post
    Last edited by Jj456; 06-25-2009 at 12:16 PM.
    New buildings, units, research ideas can be found --> HERE
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  6. #6

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    great ideas just that it shouldn't be a lvl 11 npc make it a lvl 20 with the spaces on the walls a lvl 20 would have and make it so as many troops can stay in the npc as wanted but the person who sent them has to feed them.Instead of declaring its location after 3 days make it a week so people have more time to find it and it should be in the most remote areas and seem like a normal lvl 10 npc making it harder to find.
    Last edited by yo32166; 06-25-2009 at 12:21 PM.

  7. #7
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    Quote Originally Posted by yo32166 View Post
    great ideas just that it shouldn't be a lvl 11 npc make it a lvl 20 with the spaces on the walls a lvl 20 would have and make it so as many troops can stay in the npc as wanted but the person who sent them has to feed them.Instead of declaring its location after 3 days make it a week so people have more time to find it and it should be in the most remote areas and seem like a normal lvl 10 npc making it harder to find.
    If the city were level 20 old man Winkler with his slingshot could take out an army before it left its gates by himself, let alone the archers. Defensive bonuses are currently far too high to make that viable.

  8. #8
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    Quote Originally Posted by Atrophy View Post
    If the city were level 20 old man Winkler with his slingshot could take out an army before it left its gates by himself, let alone the archers. Defensive bonuses are currently far too high to make that viable.
    Agreed, I think level 11 is enough of an advantage already not counting the bonuses thus provided.
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  9. #9
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    It looks like you really took some time to think all of this out. I think you did a great job! It has a few details that probably need to be worked out... but the overall concept is great. Removing the requirement of having a mic script for cottages and resource nodes would solve a lot of problems that have been brought up by being unable to keep up resource production to match troop upkeep needs. (I know I for one have way too many troops to keep up with in my food production and I have all of my farms upgraded to nines, and I have 10 valleys varying in levels from 7-10 all of which are dedicated to food production. So I have to sell my other resouces and buy supplementary food.) But yeah, it would help a lot.

    I also like the idea of implementing a kind of basic plot into the game play also, in the form of having a beat down the NPC to rescue the queen and win a title of "Queen's Protector" . Very heroic sounding, might I add There may be a few complications with actually implementing all of this, and it will definitely take time, but I for one think it is worth a shot. And it sounds like a ton of fun! If the Evony team does decide to do it I am so going to try it!! Though if I win the queen thing I don't know how that would work.... I could rescue myself? Hmm... Lol. Oh well, it would be fun any way I hope the Evony team really looks over your suggestions, and gives them some serious thought at the least.
    Flying is simple! You just throw yourself at the ground and miss!!

  10. #10
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    Well, it would be hard to implement some sort of save the queen especially when the queen is actually playing the game herself haha! I was trying to think of an idea that incorporated some aspect of the queen contest though.

    Rather than having the queen be IN the server, perhaps the winning Queen[s] would have her/their name/photo on a different server other than their own.

    Regardless of using the queen, there STILL can be a king of the hill NPC that grants bonuses. Just throwing out a side concept, perhaps name the city Atlantis.
    New buildings, units, research ideas can be found --> HERE
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