Hello everyone,
I am writing this thread to finally contribute to a few topics being discussed.
Topic 1) The difficulty of taking a turtled City
Topic 2) The new 10% rule
Topic 3) Getting money out of advanced players for more than just tele-porting for attacks.
This being the first time I have contributed to a discussion on this message boards I will do a little "name dropping" to help add some value to what I have to say
I played civilization 4 and civilization revolution and was ranked number 1 in the world at both games. I also own and publish a Magazine in Beverly Hills (BeverlyHillsTimesMagazine.com) and no I will not be going for the 500 coin article .
I have played evony for 7 days and have 100k prestige on server 3 (Which I know is very low, thus the reason why I built myself up before writing the following).
I specialized in exploiting strategic loopholes and imbalances in games. Needless to say I have been the cause of a significant amount of grief to Firaxis for cracking Civilization Revolution and Civilization 4 and making only one viable strategy at most times. The most important thing I start off doing with these strategy games is approach it from a strategic level only, strategy games are not supposed to be realistic and this strategy game is definitely not realistic (Caps on expansion and attacks) , so lets just approach this from a strategic point of view.
While it is true that I am not as familiar at this game as some of you top players, I do feel I can contribute something to these conversation.
Topic 1) If it was easier to break turtled cities the following would occur:
1) Most people would capture the cities of prominent players reducing them to a single city and destroying or taking the heroes they have worked so hard to create.
2) It would require top players to be very active or risk losing a significant amount of time.
3) This game would get boring fast because you are essentially lowering the bar and making the high peak everyone wishes to climb seem easier thus lowering the value.
4) The 10% rule blocks people from suiciding a few units to scout a city. With the current cap limits on attacks, its possible to send the strongest attack allowable and still not inflict 10%.
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The following change could be made to address the above and contribute significantly to the overall game.
If you conquer the city of a player that is in an alliance you are currently at war with, you should have the option to initiate a 100 hour demolish of the city. Based on the level of the town hall, the player that is in control of the city will receive a reward for destroying the city.
If the town hall is a level 1 you receive 1 coin, level 5 receive 5 coins, level 10 receive 10 coins etc.
At the end of the 100 hour period the city will be completely destroyed, turned into a flat land and the player will receive their coins.
Each player will only be able to destroy one city at a time.
Players will also receive a third type of rank based on how many cities they have destroyed and what the town hall was at when it was destroyed. I can imagine the biggest problem for the makers of this game is that top players stop spending money when they get to the top and this will make it so players will always remain building. Plus you can make it that the higher a players rank in this area, the more bonus packages they will receive when they spend money etc.
I am new and have much to learn, but just at first glance, I believe this would improve the game and make it more profitable.
Thanks for reading,
Email - MRGAMETHEORY@hotmail.com![]()




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