EntropiaPlanets presents: Forum-game: Conquest - BETA!

Discussion in 'About EntropiaPlanets' started by NotAdmin, Apr 1, 2010.

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  1. narfi

    narfi Lost

    My Thoughts;

    1. Inactive players dont need to be deleted from the game, they should just be placed in a "Renegade" nation so that their lack of activity doesnt hurt their original nation. They could still play if they picked back up later, they would just be surrounded by rouges and rejects. The "Renegade" nation would have no bonuses but could still have their own subforum etc... everything a real nation has. (remember to remove their permissions from the original subforum :P ) hmmm... as leader of the "Lost Renegades" society would I have command of them?

    2. I think that esp with as small a player base as we have that the Leader boards should be hidden, they give away to much information even with the info blanked out. I think that no leader boards and cheaper/free spys (maybe 10gold to purchase and no upkeep?) would make the game a lot more interesting.

    3. There should be a scoring system separate from the population/gold/villages by which the nations are ranked. Possibly a combination of population/gold/offense rating/defense rating divided by 100 or 1000 would be a good way to do it.

    4. Winning terms set could be based on #3 say a set % dominance over the other nations. Maybe have 75% of the total score or something like that.

    5. I am all for the 30 minute cycle idea.

    6. Probably not feasible for the next game with this small a player base, but 4-5 nations would bring diplomacy alot more into play which could add some interesting elements.

    7. As for the current game, you all need to hand your women and cattle over to Soul Caliber we will be able to take care of them much better than you have.

    ---------- Post added at 07:51 ---------- Previous post was at 07:48 ----------

    It would be good to have some of the mechanics documented to prevent hard feelings as well.

    1. the rules of retaliation
    2. how taxes work on sending troops and gold
    3. how training and natural bonuses work together
    4. the score keeping method
    5. the winning terms
     
  2. NotAdmin

    NotAdmin Administrator

    My Thoughts;

    I like the idea. I can add some additional explanations about the changes we made to the game explanation, or maybe even to the site-FAQ.

    I also had a few ideas, like having you join a faction randomly. I.e. you do not get to pick who you join, which would be a way to prevent the same people from always ending up on the same team.


    In general, though, the more suggestions we get, the better the game will work out to be. wizzszz and me will discuss them, and see how feasible it will be to implement. As it is now, wizzszz's time will be mostly spent on the upcoming tracker client, while I work on getting our forum (and all the custo stuff) upgraded to the next version. Once that is done, we'll have more time to sit back and relax, and work on enhancing the conquest system :)

    Until then, everything that's being done is purely for testing, and things might change at any given point in time. Just keep giving feedback, so we'll know what works and what does not :)
     
  3. Nah, i've checked it before, you were for sure not among the totally poor on the list.




    And oi guys, you ol' spammers make my mini-contest vanish between all your posts :P And we really need them!

    *BUMP*


     
  4. GeorgeSkywalker

    GeorgeSkywalker Explorer

    i was going to drop everything i'm doing and grab those pics for wizz then when i read the bumped version noticed it's EPD not 5k PEDs rofl


    Anyway free bump for mini comp, i may give it a go later :P
     
  5. *BUMP* for the mini competition, immortal fame, who'd think twice!!!11one ;)

    And as the game should be now beyond the point where it was still fun (one Nation has >20* more troops than both of it's opponents together) we could really really need the mutant pics, i'll accept any set of 3 or more and you can complete the set later.




    Furthermore, in a mini-update, the new automated cycle system has been streamlined for optimal performance.
    :nunchucks:

    We do not expect any problems, but nonetheless:
    Should you experience any irregularities, please do not hesitate to file a bug report (or simply send me a PM)!
     
  6. John BD

    John BD Subwoofers rock.

    :rabbit:fluffyfurrymetalplatedstabyingmusketshooters.
    thats been on tip of tongue so there it is.:alcohol:


    edit:
    and u know what, i found a bug.
    There suposed to be no space at the end of that before the rs lemme try again.

    fluffyfurrymetalplatedstabyingmusketshooters. :bigsmile:
     

  7. That is no bug, vBulletin inserts space characters into long words to prevent them from breaking the forum layout (otherwise the post would stretch the window beyond the granted space) - the settings appear a bit too strict, but if you post something like this:

    you will know why ;)
     
  8. John BD

    John BD Subwoofers rock.

    ah yeah, well atleast it works then :D
     
  9. John BD

    John BD Subwoofers rock.

    when is it gettin revised couse its rather pointless to click on it now, trade system makes it too easy to shift troops and coin.
    i got everything maxed and rolled steel for all fellas yet its totaly pointless doing anything as its always a loss, waited till this point.
     

  10. Does that valuation arise from observation or experience?


    Troop/Gold transfers are heavily taxed, depending on on the sizee of the receiver in relation to the size of the sender.

    Judging from "Nations Total" point of view, every transfer is a severe loss of Gold/Troops, and above all, cycles spend to produce them/cycles spent on the transfer.

    Imo, it adds a nice little "twist" to an otherwise very predictable system - if you still think it is too easy, what about raising the transfer costs?
     
  11. Think you will find a lot of peeps have given up :alcohol: Pointless :dunno:
     
  12. John BD

    John BD Subwoofers rock.

    one example was narfi, we managed to keep down for a while making somewhat of a pittyfull resistance then all of the sudden a whole bunch of troops got to narfi and that way was able to get coin to upgrade and buy armor/weapons, after that just reduce troop size again and stay aprox 30 ish % obove highest competitor driving them back.

    eventhough cost was high 1 dedicated troop hoarder was enough and preventing any other nation to getting a troop hoarder to do the same.

    thing is aslong as 1 attacker with max items stays over troop amounts of other then u cant loose even if other has max items too, so recon the number difrences of defense vs attacker should be in favor to defender making it nessesary for multiple attackers much like u expect from a castle having defender in favor.

    this propably is quite hard to try and balance in a way that it stays intresting, i never type this much. :rofl:


    edit/ more input and findings of others are welcome ofc as this is suposed to be testing and balancing into making it a intresting thingy to do while waiting on MA to put in a new vu or when broke again :D
     

  13. Sorry, to spoil your rant... ;)
    but Mkdesign is using his cycles all on growth - iirc, he sent ONCE some gold to narfi (and transfers are heavily limited, so he can't send more than ~twice the receivers troop count) - the troop transfers to bring him out of the danger zone were from me and George, and he received only ~25% of the troops we sent him, ~75% of them were lost due to taxes - i wouldn't call that "too easy" when it comes with such a price tag.

    The "prevent others from growing" blockade initially done by me and now by George and others were so successfull because i had a lot of troops before and were able to produce a lot of gold, which in turn bought me all the nice Offense Training Levels and a nice bunch of high-end weapons... but, all of these troops/gold were produced by me alone, iirc noone ever sent me anything, so this is not a result of the transfer feature either im afraid.


    The "actors" will very likely be mixed in the next run, and the groups sucessfully working together will now be spread over different nations then - i reckon this "distributed experience" will help a bit keeping the game interesting for a while - nonetheless we plan to extend the game a lot once the man-power is available again (read: wizz has some time to spare :D )...
     
  14. John BD

    John BD Subwoofers rock.

    ok if its not the trade system then some other inbalance plagues the game, i would go with the randomness not being random enough making it all to predictable.

    hmm maybe some sort of random disaster can ocure to any vilage from time to time, just brainstorming on how to make it like ma says more dynamic :P
    then again randomness can work up frustration just the same, oo the horrors good im a player not designer of games :D

    on side note, whats feudals btw for the game did anyone notice this from attacking?
     
  15. khaos

    khaos DnB'addict

    An idea is that you can build a wall, which will give you a defense bonus when attacked.
     
  16. khaos

    khaos DnB'addict

    Another idea:

    When someone is x% stronger then someone, he attacks with x% less power
     
  17. narfi

    narfi Lost

    While this could be a good idea if done carefully, It could also remove any motivation to better yourself. I want to play a game where planning and strategy will pay off.

    narfi
     
  18. John BD

    John BD Subwoofers rock.

    ofcourse agree with that 2 narfi, else it wouldnt be much of a game neither:viking::dunno:.
    we are experiencing what MA is looking at in miniature, how to please most :grouphug: :rofl:
     
  19. GeorgeSkywalker

    GeorgeSkywalker Explorer

    I'm bored so the first person to attack me gets all my gold (which is quite substanstial).

    The attacker doesn't have to win the fight just attack :)
     
  20. narfi

    narfi Lost



    Sorry George, I cant.
     
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