Post by Kaleel » Mon Feb 27, 2012 7:05 pm
@Brendone33: I like your suggestion. This makes war more realistic and players will be less trigger-happy when they realize that it's not enough just to spend resources to recruit troops, but that you also have to spend resources to train the necessary commanders as well. And while I like the exponential cost structure (it keeps players on their toes about how to manage their resources), to reduce the mercurial nature of commander acquisition, may I suggest that they be obtained five at a time per the following cost matrix:
[TABLE="class: grid, width: 592"]
[TR]
[TD]
Purchase #
[/TD]
[TD]
# of Troop Commanders
[/TD]
[TD]
Resource Cost
[/TD]
[/TR]
[TR]
[TD]0[/TD]
[TD](1st 5) 1 ~ 5[/TD]
[TD]Free - default with every city[/TD]
[/TR]
[TR]
[TD]1[/TD]
[TD](2nd 5) 6 ~ 10[/TD]
[TD]10,000 of each resource[/TD]
[/TR]
[TR]
[TD]2[/TD]
[TD](3rd 5) 11 ~ 15[/TD]
[TD]50,000 of each resource[/TD]
[/TR]
[TR]
[TD]3[/TD]
[TD](4th 5) 16 ~ 20[/TD]
[TD]100,000 of each resource[/TD]
[/TR]
[/TABLE]
...and cap it at 20 troop commanders per city. Also, the troop commanders should not incur a population cost (just they don't right now). And I say the first 5 should be free by default because it usually takes 5 scholar attack waves to conquer a city, so we should give the player something to work off of when they take over a fresh city. But I agree with the notion that the remaining 15 troop commanders have to be purchased at each individual city and that they are non-transferable (e.g., they are reset to 0 when someone takes over a city).
This would seriously reduce the abuse with which the Chaos feature is currently being applied because (1) it makes it expensive and (2) a detriment to to the chaoser, because now they have to choose between chaos'ing a friend for support or actually attacking another hostile target. This should bring the gameplay strategy back into line.
-Kaleel
P.S.: I don't think troop commanders should be engaged when sending support to a target, though. Not just because it seems unfair, but because it would seem strange if:
- You conquer a target city to find out that it has deployed support at 10 different cities.
- You recall your newly acquired troops from all 10 cities (let's call it 10x instances), but discover that, because this is a newly-conquered city, you discover that you can only send up to five instances of support at a time to other cities.
Then again, we do have that strange/silly notion that a LVL 3 guardian loses its LVL 3 abilities when sent to support a city that hasn't poured any research points into Guardians, so...
[b]@Brendone33: [/b]I like your suggestion. This makes war more realistic and players will be less trigger-happy when they realize that it's not enough just to spend resources to recruit troops, but that you also have to spend resources to train the necessary commanders as well. And while I like the exponential cost structure (it keeps players on their toes about how to manage their resources), to reduce the mercurial nature of commander acquisition, may I suggest that they be obtained five at a time per the following cost matrix:
[TABLE="class: grid, width: 592"]
[TR]
[TD][b]Purchase #
[/b][/TD]
[TD][b]# of Troop Commanders
[/b][/TD]
[TD][b]Resource Cost
[/b][/TD]
[/TR]
[TR]
[TD]0[/TD]
[TD](1st 5) 1 ~ 5[/TD]
[TD]Free - default with every city[/TD]
[/TR]
[TR]
[TD]1[/TD]
[TD](2nd 5) 6 ~ 10[/TD]
[TD]10,000 of each resource[/TD]
[/TR]
[TR]
[TD]2[/TD]
[TD](3rd 5) 11 ~ 15[/TD]
[TD]50,000 of each resource[/TD]
[/TR]
[TR]
[TD]3[/TD]
[TD](4th 5) 16 ~ 20[/TD]
[TD]100,000 of each resource[/TD]
[/TR]
[/TABLE]
...and cap it at 20 troop commanders per city. Also, the troop commanders should not incur a population cost (just they don't right now). And I say the first 5 should be free by default because it usually takes 5 scholar attack waves to conquer a city, so we should give the player something to work off of when they take over a fresh city. But I agree with the notion that the remaining 15 troop commanders have to be purchased at each individual city and that they are non-transferable (e.g., they are reset to 0 when someone takes over a city).
This would seriously reduce the abuse with which the Chaos feature is currently being applied because (1) it makes it expensive and (2) a detriment to to the chaoser, because now they have to choose between chaos'ing a friend for support or actually attacking another hostile target. This should bring the gameplay strategy back into line.
-Kaleel
P.S.: I don't think troop commanders should be engaged when sending support to a target, though. Not just because it seems unfair, but because it would seem strange if:
[list]
[*]You conquer a target city to find out that it has deployed support at 10 different cities.
[*]You recall your newly acquired troops from all 10 cities (let's call it 10x instances), but discover that, because this is a newly-conquered city, you discover that you can only send up to five instances of support at a time to other cities.[/list]
Then again, we do have that strange/silly notion that a LVL 3 guardian loses its LVL 3 abilities when sent to support a city that hasn't poured any research points into Guardians, so...