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Messages - Loki

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1
lol one of my favorite beers, is visitors can't see pics , please register or login

2
General Off Topic / grooveshark broadcast
« on: July 21, 2013, 01:06:24 AM »
I've started a grooveshark broadcast for anyone who likes listening to techno while they're playing c-rpg.

http://grooveshark.com/#!/king-unique/broadcast

3
Scene Editing / Ichamur strat map
« on: December 24, 2012, 05:58:39 AM »
There is a defender flag that is behind an invisible wall.  If you are looking towards the wall from the attackers spawn, it's on the far left side.

Makes attacking impossible since one flag is uncappable.  We did manage to cap it but it took 45 minutes trying to glitch through the invisible wall.

4
Strategus General Discussion / Re: Couple strategus suggestions
« on: December 23, 2012, 09:58:29 PM »
Winning from capping flags is a horrible mechanic as well though.

5
this is idiotic, why not allow your enemy to spawn at your spawn as well?  there is no way to force someone to spawn somewhere else, until then this is just a stupid idea.

6
It looks like we agree.

7
There is one very important reason that this is not implemented.

So when I come to wreck your shit you can't just drop all your stuff.  I wants it, I'ls gets it.

There should be a victory message though which allowed the winner to choose what they take and what they leave though.  I don't want 500 different broken items and 30000 stones.



8
Strategus General Discussion / Re: Flag cheat
« on: December 16, 2012, 05:47:58 AM »
The problem is that one side is constantly cheating and exploiting game mechanics and the admins do nothing.  This has been going on for 2 years now.

9
Strategus General Discussion / Re: Suggestion: Strategus weather conditions
« on: December 16, 2012, 12:14:17 AM »
I like the idea of seasons effecting the strategus map even more than the actual battles.

winter, some mountain passes are impassible, higher upkeep, slower movement.
spring flooding closes some bridges
summer it's easier to move

you get the idea.

10
Strategus General Discussion / Re: Couple strategus suggestions
« on: December 15, 2012, 11:58:32 PM »
3) Difference in opinion. If you lock someone down for 24 hours by attacking him i don't think you deserve any compensation other then the win or lose loot you will get.

Why have the mechanism in the game at all then?  It's completely useless.  It either needs to be changed so that it has a purpose or removed entirely.

11
Strategus General Discussion / Re: Couple strategus suggestions
« on: December 15, 2012, 09:54:16 PM »
The "defending is OP" problem of strategus comes only from the looting system + battle time limit. The flag capping is great as it is, and reinforcement window too and prevent fiefs being taken too easily.

People are forced to play with only taking into account the flags that are put in a random spot on the map, rather than being able to move away from the flags and actually use geography as an advantage.  It makes the battles very simplistic.  If you're flags spawn at the bottom of a cliff you're screwed, and because of nothing you did or could anticipate.  If there is a big hill that would be a great place to defend or attack from, you can't have people move there because 1 guy on a horse can come and cap ALL of the flags and force you to retreat.

What I am suggesting wouldn't remove the flags entirely but it would mean that the team attempting to cap the flags would actually have to move in, in mass, against the flags, since it would take 10 different people to down 10 flags.

12
Strategus General Discussion / Re: Couple strategus suggestions
« on: December 15, 2012, 09:50:05 PM »
1 Disagree. The attacker knows whats gonna happen and can plan accordingly. Defenders should have the advantage.
2 Disagree. Defenders are forced to actually defend their fiefs with army's instead of just pumping into population, thats why i like the possibility to raid. Maybe limit the amount of loot to 100% equip of the army stationed, and 50% of all thats left after that (population gear). If you want to use the chest system like you suggested i would always attack towns with 500 man, since its impossible to hold the complete map and thus you always take a good share of their loot.
3 Disagree. If you retreat it means you didn't perform good enough to win the battle. Defenders was locked down for 24h, if attacker can't win it he should lose the battle.

4 Agree. Plains should be actual plains. On top of that i would love to see a weather system added to the strat map (clouds moving around the map, representing certain weather conditions, that way you can plan on what conditions you want to fight. See rain coming? Charge out to your enemy with only meleegear. Enemy castle is very good for archer? wait for rain or snow or whatnot and then start an attack)

1st. Defenders would still have the advantage in fiefs, because of the fortifications.  They shouldn't have an advantage just due to the fact that the attackers can't kill enough of them in some arbitrary time limit.

2. What's the point of having population then if they're completely useless to defend with?  Forcing armies to sit in fiefs is boring.

3. Yeah if you retreat it means your losing the fight and want to cut your losses, now you lose everything making retreating completely pointless and useless as a tool.

13
Strategus General Discussion / Re: Pause strat for xmas?
« on: December 15, 2012, 12:45:54 PM »
I'm an atheist so I don't celebrate xmas.  No pause.

14
Strategus General Discussion / Couple strategus suggestions
« on: December 15, 2012, 12:36:46 PM »
The current problems with strat:

1. Defenders have huge advantage over attackers.
a. can camp their flags.
cure: limit flag capture to one flag per player.  this way 1 player cannot drop 10 flags and force a retreat. opens up battlefield for more strategic play.
b. can have huge reinforcement window due to night time settings.
cure: force static night time settings for NA/EU.
c. time limits placed on attacker make armies larger than 1500 almost invincible.
cure: limit army size to 1000 or increase time limit to 2.5 hours or let attacker keep remaining troops and equipment so battles can be fought over multiple days.

2. Raiding makes fief population worthless.
a. Raiding only uses fief's troop count.
b. Fief takes casualties from army before population.
c. Raiders take all equipment.
cure: Overhaul the system completely.  Here is my idea:
Chests spawn randomly across the map. Each chest represents 5% of the defenders equipment.  Defenders will use both population and troops in defending.  Defenders have 5 minutes to pick up and move the chests before attackers spawn.  The chests can either be looted (by moving them to attackers flags) or destroyed (by attacking the chest).  Attackers have 30 minutes.  Take defender casualties out of both pop and troops.


3. Retreating is useless.
a. currently destroys all troops and equipment.
cure:
option 1: retreating army takes 20%+100 troop casualties .  Starts a new game where attackers are now defending chests which represent 5% of their equipment with no preparation time.  Defenders now attacking can try to steal chests or destroy them.

option 2: retreating army takes 20%+100 troop casualties and attacking commander loses all strategus gold, defender gains all attacking commanders strategus gold.


4. Strategus maps don't reflect the terrain being fought on.
cure: make a few random maps for each terrain type being fought on. (snow plains, plains, steppe, mountainous, etc.)  Will lead to more strategic play.




15
Strategus General Discussion / Re: Suggestion: permanent gear
« on: December 15, 2012, 12:09:36 PM »
What I would consider fun in this is that it's a separate trading game for the players. The persistant items would probably never be many enough to skip equipment buying completely. However, the fact that you will get random items mean that you have to trade with others to achieve what you want. And this could be interesting, might lead to players being more active as individuals, and help with the long term fun for individuals.

It might even increase the strat experience as a whole, blackmailing for items, etc etc.

Remove the current heirloom system, add random heirloomed items in strategus that you can then use in c-rpg and trade them using the current system. This would get more people interested in strat but not ruin it.

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