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Aug 28th, 2013
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  1. Honor
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  3. Honor as many people know is probably the most broken mechanic. My suggestion to fix the Honor system is below:
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  5. *Instead of taking honor from a province it should be created, and in greater quantities 1.25 times the current level would work well as a base. this ratio would also be gauged by their title, which would function as a small modifier.
  6.  
  7. *Once you gain a rank it should not be reversible, excluding the exception below. Nobility needs to function closer to the real thing.
  8.  
  9. *Increase benefits of honor by at least 2 times. This makes honor a viable alternative to land and especially powerful in combination. This will be addressed further in the post.
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  11. *To compensate for honor creation and increased effect, change honor range from 0-7k to 0-30k. With a ~3.7k difference between levels.
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  13.  
  14. *The other way to lose accumulated honor is to surrender to another KD, this would physically take this (a fixed percentage from each province in surrendering KD) and distribute it evenly across the winning KD. This would be the only way to reduce the nobility level of province in a KD and physically take a Kingdom or provinces accumulated honor.
  15.  
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  18. War
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  20. *Chaining and over pop need to be far more damaging over short term, and far less damaging over long term. Raze needs to be reinstated in war to make chaining more damaging with an automatic 72 hour protection mode enacted once a province reaches a bottom cutoff acre threshold (50% or 210 of a regular province OOP. To make is less damaging long-term. Prewar size and acres traded by the chained provs should be used to calculate an EOWCF acre credit returned to the province to make it viable to future of KD.
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  22. *To do away with all the CF/Notice silliness we see in the top now, make war instantly declarable. The only protection from this would be temporary and be the length of Fortified stance (4 days), CF Deals would also have a agreed upon date by both sides that would be UNBREAKABLE until that time elapsed. After this time period you would be able to be instantly declared by anyone. The only exception to this being EOWCF of course.
  23.  
  24. *Increase war win acre gain for winning KD based off the combined prewar size of both Kingdoms. This makes up for decay suffered by being in war and allows Kingdoms who war to compete size wize with those who chose to grow OOW or explore/Paradise.
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  26. *Decrease initial gains entering war scaling up on curve, similar to the effects of fortified but inverted. This allows more strategies to be used to accomplish winning a war than just simply chaining provinces the fastest in the first few hours and the inevitable destruction and waste it causes. Razing/chaining would still be a viable way to war, but could also fail or be less beneficial than a well executed war. This will also compensate for the time differences of players in Utopia and address thats effect on the ability for your KD to be instantly declared.
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  28. * Withdrawal should be changed. A Kingdom should be able to only withdraw after whatever the average attack time is for both Kingdoms is divided by 2, let say two Kingdoms have combined average of 18, then withdrawal time would be 9 hours, so kingdom surrenders on x date takes 9 hours to occur and only they would know until it happened. Opposing only could guess by lack of hits until EOWCF. Surrendering Kingdom can only perform operations during surrender time, winning Kingdom could perform both operations and attacks.
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  30. * All hostile spells should end at beginning of war ending Hostile CF. Provinces should also repop if vastly under popped based on a percentage of losses in War to operations and spells. This helps to prevent the current tactic of vulturing. As provinces exiting war will be much stronger than currently and able to defend their acres if EOWCF was planned correctly.
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  34. Kingdom Page/ Etc
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  36. More information should be available on provinces within ones own Kingdom. The Kingdom should not have to intel you to get the basic information below. It should display on a tab on kingdom page for each province.
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  38. * The information available should be basically a generated screen for each of the internal advisors. The only exception being Mystic Advisor, which instead of giving exact duration of spells in effect on a provide it will give a list of effects that took place last tick. So province can get a basic idea of what effects are active on your province, with exact detail.
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  40. * To keep longer executed strategies such as chaining and T/M operations to weak a province viable, this intel would only be updated at top of hour/tick and be unknown be everyone besides the logged province until the next tick unless intel is taken.
  41.  
  42. * Switch Spy on Throne back to Crystal Ball and split the intel load for military intelligence. This both encourages less extreme ratios between wpa/opa versus troops.
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  44. * Add tick mark to stay on last spell/operation executed.
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  46. * Add "achievements" page for user accounts, this would be purchasable once per Kingdom. This would display past achievements (top KD winner, top province winner, etc) for account that remain active and play long term. This achievements table would be reset upon leaving a Kingdom to discourage the rampant emergence of single Age Kingdoms and the breakdown in overall Kingdom unity and the tendency toward Kingdom jumping in todays landscape. This means you have option to leave and join another Kingdom but you then leave your past achievement behind and start a new legacy. This also eliminates the disputes over who is the best current Kingdoms/players in the game once and for all.
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  48. * Removed war win counter from page and also Honor top list should be removed. Instead keep average opponent size, and add quality metric (scale 1-10) that factors honor, science, and troops(i.e. via Propaganda/training gained during war, as well as relative size of both Kingdoms. The reason for removing top list for provinces and Kingdoms is it really has no bearing on besides what will be mooted next.
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  50. *Removal of top list for acres, network and honor for both Kingdoms and provinces. Replace this with an "overall" top list which factors all three things in combination. For Kingdom ratings the War quality metric should factor into this and function as a multiplier, this way a KD who stayed maybe smaller but had more quality wars and was within similar range could theoretically place higher on the overall KD list based on their ratio of land, versus nw, versus honor. For individual provinces it should factor land, network, and honor total. This also brings some honor back to playing a ™ and support province because you could possibly outrank a KD mate or someone else on the overall list based on your combined contribution.
  51.  
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  53.  
  54. Dragons
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  56. There should be many more Dragon option than currently. Example:
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  58. *Black - -25% Thievery Effect, -15% Magic Effect (This includes overall, science, build, personality, and racial bonuses)
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  60. *Blue - -15% Thievery Effect, -25% Magic Effect (This includes overall, science, build, personality, and racial bonuses)
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  62. *Green - +25% Combat Losses -15% Gains (This includes overall, science, build, personality, and racial bonuses)
  63.  
  64. *Yellow - +15% Combat Losses -25% Gains (This includes overall, science, build, personality, and racial bonuses)
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  66. *Red - -15% Military Effect (This includes overall, science, build, personality, and racial bonuses)
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  68. *Orange - -30% Building Effect, -20% lower income instead of other dragons -10% income (This also includes overall, science, build, personality, and racial bonuses)
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  70. *Gray - Blocks the use of Ambush and Anonymous attacks.
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  72. *White - Blocks the use of Fireball, Storms, Meteors. Also prevents the spread of Plague to opposing Kingdom.
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  74. *All dragons result in 10% lower income and the loss of 20% of new draftees.
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  76.  
  77.  
  78. Science
  79.  
  80. Multiplier changes:
  81.  
  82. Alchemy - 2
  83. Tools - 1.5
  84. Housing - 1
  85. Food - 10
  86. Military - 3
  87. Thievery - 6
  88. Channeling - 6
  89.  
  90.  
  91.  
  92.  
  93. Bases stats for Elites for Races -
  94.  
  95. Elites should stay static within the game and offensive specialists be the way to differentiate age to Age.
  96.  
  97. Scale should go as follows
  98.  
  99. Faeries - 1/7 Elite
  100. Halfling - 2/6 Elite
  101. Elf - 3/5 Elite
  102. Human - 4/4 Elite
  103. Dwarf - 5/3 Elite
  104. Orc - 6/2
  105. Undead - 7/1
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  107. The way to balance the elites and units overall has always been tackled in the wrong way. The time has come to rework some of the units mechanic. Reduced the build times for weaker units (specialists an elites are trained based on their highest unit power def/off, i.e. Faery/Undead have +4 hour training time. Halfling/Orc +2, Elf/Dwarf *1, Human Base training time. Also specialists are what should what should be changed Age to Age to keep game fresh along with buildings, etc.
  108.  
  109.  
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  111.  
  112. Personalities
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  114. The amount of personalities choices is sufficient but we need many more options as far as their effects, when a majority of server is picking 2 personalities means personalities should have never been implemented.
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  116.  
  117.  
  118. OOP - After 7.5 real days all island should be hittable. this allows max honor to be reached before war can be realistically had against best honor level Kingdom.
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