1) In the options have "basic" option for the map. Instead of loading all of the graphics along with the worlds data, just display a simple grid with squares filled in according to whatever is there. White square for empty, gray square for barbarian, blue for guild mate, green for ally, purple for NAP, and red for enemy. Similar to the graphical mode for city view or how some websites have a "load basic html" option.
2) If a city changes hands (and becomes yours, a guild mate's city, or any ally city) while you have an outgoing attack to that city, you should be able to cancel that attack when within a certain distance of that city.
Example: Last week, 2 other people and myself targeted the same barbarian city in an attempt to conquer it, without any of us knowing about other attacks. Ally-A attacked and captured the city while my troops were still 15 minutes, and 1 hour out. My troops landed and captured the city before Ally-A's support arrived to hold it. As a result, I held the city that he had worked to capture. Then I had a second scholar due to hit in another 30 minutes, which was a potential waste of a scholar and Ally-B had an incoming attack approximately 1 hour 15 minutes out. My scholar landed, lowering loyalty to 3. In order to keep the city I had to send 2500 Guardians to the city. So when Ally-B's attack landed his 4k troops and my 2.5k guards collided, causing massive casualties. Because we couldn't cancel attacks, 2 scholars were wasted and almost 7.5k troop needlessly killed.
In reality, if a city became an ally, troops or troop commanders would be able to tell and think "Hey, we shouldn't attack them." or "Let's attack them anyway."
Graphical Options & Guild Crossfire
- LordFirefall
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