Every once in a while I like to post on here to simply punch the tar baby and waste my own time…
Seriously though this board is basically dead and we are dragging up old posts (archers again...?!) and hearing the same complaints over and over again. So I decided to throw an idea out there into the ether and see if anything sticks (or at least awakens the trolls)…
- GET RID OF SCHOLARSHIPS…yes this has been proposed before but here is what I suggest. Have scholars available in any LC…but the prerequisite is the LC has to be a “supercity” and maxed out. All buildings have to be intact and built in order to train scholars (maybe flexible on the wall but that’s a huge variable and probably more a pain to code). This would serve as a multi-pronged solution:
- It gets rid of the negative scholar bug period. While this is an “exploit” it has become more common than not. But rather than complain like most do, let’s really think about it. Why do people do this? An advantage is one, but really it’s a lot more fun to have the ability to cap and attack multiple LCs at a time. It also speeds the game up. Let’s face it the most fun is when the worlds are more developed and you can be reset in a night…this simply expands on that and turns Valor into a more “hardcore game” (we still going for that…?)
- It speeds the world up in a good way. Sure it would slow down the very initial growth phase a bit (longer to get scholars than just straight line to an academy) but after that the carnage increases tenfold.
- It adds many other elements to the game play including:
[LIST=1|INDENT=1] - Ballistas are relevant now…just hit any building to slow scholar production.
- We can take advantage of the iOS map and the attack and support lines to see scholars easier (if not coming from a maxed LCs it’s definitely not a scholar). It also requires more strategy when hiding your scholars in an attack.
- It actually utilizes maxing out a city and all the buildings that were created.
- Creates a true risk vs reward set up for scholar cities and clear cities (more population or ability to train scholars)
- It (probably) puts more money in Quark’s pockets with requiring more speed ups and resources initially.
- Supercities just look cool but serve no purpose and we usually laugh at people that have them currently…this changes that.
- Easier to find your scholars in your cities with your city list with this one change.
- This also handles the dreaded “buy all scholarship” request that hasn’t happened yet since they are now obsolete.
[*]Consider locking guilds at jump or after protection wears off (some worlds). This is a lot more radical of a concept and would take a lot more time but consider this: we have an entry screen like a speed world; you can invite your own group of people to your guild ahead of time and, if needed, pull from the “New Player Pool”. After the guilds are set there is no adding or dropping from guild. Yes this would cause some serious problems like, giant merges and eating an inactive (haven’t thought of a creative solution for these yet but am open to suggestions…) but this is why I suggest it:
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[*]Valor is turning into a bit of a fraternity…either you’re in with a good group or not…I think breaking in is harder and harder these days for new people. By forcing people to stick together they are required to play through hardship and create those bonds that last.
[*]It reduces (IMO) the topic of spies. If you did not jump in with a guild ahead of time, were assigned via the pool, and not necessarily placed in a good or bad guild but a random guild… It is much harder to infiltrate an organization (or attempt to) in a random placement than everyone applying to the top guild. Let’s face it the spy thing has gotten so old. Sure reputation polices things but I know lots of good players that quit because of the politics involved.
[*]It should cut down on the “cloners”. Have a guild of 25 of your own accounts? Great, but you can’t add any new people or jump to a new guild after eating all your alts…now what…?
[*]It emphasizes the team approach and rewards the loyal members that restart and keep on going. It also penalizes teams for inactivity. It also means people will I think this also helps to reduce the “recruit the world” tactic that has been going on a long time and forces people to work it out and play together if you want a shot to win. Again, just more emphasis on teamwork in this type of set up and working through a world.
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Minor Changes
- More Titan worlds and more consistent with them.
- Get rid of Titan tokens…convert to an all ticket system with gold being used for tickets (tickets for speed worlds and Titan worlds).
Sancheezy