Stationing Troops

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Expand view Topic review: Stationing Troops

Post by Fire820 » Mon Jul 23, 2012 9:14 pm

Again though, your idea would throw off the support system

Possible solution

Post by Silvestro673 » Mon Jul 23, 2012 8:10 pm

This thread discussing troop station caught my eye.

I agree that stationing mass troops at a guild mates city would cause extremely off balanced gameplay.

However in an attempt for valor days or medieval battle experience, stationing troops is a must.

Perhaps staging only at cities you own ( not your guild ) with a Max cap based on food. In basic concept it would simply change the origin tag of a troop to a different city you own. As for troops in transit that arrive to a max capacity city, a "choose the troops you want to keep or send" window pops up. This would allow to send back to origin city the excess troops that you no longer want at destination city.

As for the pop up window; if you are viewing your city, you get the pop-up. If you are afk, then the origin troops (if in excess of food supply) wait in limbo until you return.



Mind you, I havent finished reading all the replies yet

Post by Fire820 » Sun Jul 08, 2012 3:59 pm

Money and time does not directly influence ranking. Many number one players don't spend any money and don't live on their phone. And if no counterweight is offered, valor would become an attack-fest making over half the units and buildings useless also making the game go nowhere. But we will have to agree to disagree. It seems that people seem to have tunnel-vision. Y'all want this so you will go after it no matter what. And on that note, I've made my point and counter-points and now, unless I am called back, I will no longer comment here.

Post by LazerusLong » Sun Jul 08, 2012 10:23 am

The only thing that will make up for lots of citys and troops is lots of citys and toops. If you were at a disadvantage before you would still be at a disadvantage. What im saying is this change will add no significant disadvantage between two opposing players that was not present before, whether equal players or grossly over matched players, so no counter balance or compensation is neccessary.

Post by LordFirefall » Sun Jul 08, 2012 9:39 am

I'm not sure how you think holding strategic ground is going to make up for players that have lots of cities and troops. Those folks will use this aspect of the game, just like they use others. I'm a top player in my world and I use EVERY advantage I can find.

Post by LazerusLong » Sun Jul 08, 2012 9:28 am

I dont believe a counter balance is needed, battles have long been fought over the high ground, for the purpose of staging troops for invasions or for defence. The counter balance is reconizing those strategic high grounds and takeing them before your opponant. Your planning should prevent someone from takeing the city next to you. If someone cant recognize and defend the strategic weak points in their kindom they dont deserve the kingdom. The game should be decided by ones ability to play not by the number of citys and troops, which is determined by the amount of time one has to play and the amount of money one has to spend. Assuming i am facing an opponent of relatively equal size, stageing most or all of his troops in a city next to me does not put me at a disadvantage. So i believe no counter balance is needed. I also believe you and i are going to have to agree to disagree.

Post by LordFirefall » Sun Jul 08, 2012 9:04 am

I still believe starvation could factor in here. Soldiers need about 2-3 times as much food to stay within fighting shape as peasants, and start to starve in around 3 days. They also do silly things like eat seed corn and milk cows. And clearthe surrounding area game animals. Starving peasants don't work and horde food. That being said, here is my proposal:

Any over population due to stageing begins to become combat ineffective after the first day at a progressive rate. The first day is 5%, the second day 10%, the third day 20% and so on. If troops remain overpopulation for more than 3 days, they start to die off at a similar progressive rate. This would end when they are recalled. Infrastructure also begins to degrade. The farm starts to lose a level per day to recognize the fact the troops are slaughtering milk cows and eating feed corn and such. Other structures also begin to degrade because the troops that are stationed the city are rioting for more foodand tearing the place up. Peasants are refusing to work because they are starving. Finally, game is the first to get harvested and neighboring cities see this starting on the 2nd day.

Post by Fire820 » Sun Jul 08, 2012 8:41 am

There's no counterweight still

Post by LazerusLong » Sun Jul 08, 2012 8:17 am

The troops that support your citys now are supported by their home citys, by supply trains i guess, lol. The only difference would be being able to send orders to your outlying troops to mobilize and go to a diff city (attack or support).

Post by MagicPie » Sun Jul 08, 2012 8:07 am

I think it is a good idea but it somehow needs to be blanced.

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