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Posted: Wed Jun 06, 2012 4:22 pm
by Deano87
Fire820 wrote:Ok. What about the person who has 20+ scholars plus more spots? And I know people who have way more than that. I personally have 15 educated at all times in two worlds right now and can educate close to five to ten more


A guild mate of mine has 90.
What if say I had 250 cities and I was attacked and lost 100 of them, I would then have 100 scholars I could use to buy cities instantly in some far off region where I would be safe.

Posted: Wed Jun 06, 2012 6:02 pm
by Collynm
Deano87 wrote:A guild mate of mine has 90.
What if say I had 250 cities and I was attacked and lost 100 of them, I would then have 100 scholars I could use to buy cities instantly in some far off region where I would be safe.

Then the guild trying to kill you off probably has 1000 scholars will chase you wherever you are hiding and wipe you out there. Then in the end they have destroyed not only you but taken over a whole other area. Then again I dont think that tactic will work in the first place because setting up any large amounts of seperate negotiations with anywhere from 1 to 100 players would take way too long. Plus with the system I have in mind it would take even longer because you would have to give the player you are negotiating with the negotiated amount of resources via merchants.

Posted: Wed Jun 06, 2012 8:10 pm
by Tooltip
Here is my same scenario presented differently.

With regular fresh support, a single city can take loads of attacks from a guild. Even if we were to capture that city that person could just replace it just like that.

Posted: Thu Jun 07, 2012 10:42 am
by Collynm
But would the player have enough resources to pay another player for a city after so many attacks?

Posted: Fri Jun 08, 2012 3:19 pm
by Collynm
Does anyone official have an opinion on wether or not this idea could work?

Posted: Fri Jun 08, 2012 3:25 pm
by Orlor
Could it work? Sure

As a couple people have pointed out though there are a lot of issues with this idea also.

That is why the game designers get paid the big bucks, to figure out how to make new features work.

I am keeping them updated on the discussion in this thread, so please keep it up.

Posted: Fri Jun 08, 2012 4:56 pm
by Collynm
Anyhow my idea is to make selling and buying cities take just as long if not longer than capping a city by force while making markets much more usefull saying as they tend to die out later in the game.

Posted: Fri Jun 08, 2012 6:02 pm
by Tooltip
At very least add a time requirement. Perhaps a scholar and a merchant has to arrive at the city before the purchase can complete.

Posted: Fri Jun 08, 2012 6:53 pm
by Collynm
Wasn't that assumed in the first place?

Posted: Fri Jun 08, 2012 9:02 pm
by Fire820
I've learned never assume something is assumed. Otherwise you will be mistaken. It would work better since the time is locked up. Still unsure about it though