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Re: New feature: the fortress

Mon Sep 29, 2014 11:15 pm

I'm currently on USA4, and if this doesn't happen I will probably quit the game soon. when a player has to manage 100+ castles, the burden compared to real life burdens makes us loose interest.

The fortress concept I embrace. I just don't like the free castle concept. I want this feature asap.

Re: New feature: the fortress

Mon Sep 29, 2014 11:19 pm

How in the world are you going to make this worthwhile... Double or triple the current combined capacity of 5 max'd out castles? And if you do that how in the world would you ever take one from somebody? The trickles ran properly can be difficult enough to bust.

Re: New feature: the fortress

Mon Sep 29, 2014 11:25 pm

I think a better feature would be a wall/moat. The wall/moat could still link castles and give shared defensive bonuses, and could prevent attackers from going straight through, adding time to attacks.

This could drive players to have a need to capture free castles to own all the fields to enclose the wall/moat to provide the most protection.

Additionally, castles linked in this way could redeploy support troops as if they were part of the original castle's army.

Another idea would be special NPC castles that could represent a quest for multiple players to try and capture within a time limit for some kind of reward.

Re: New feature: the fortress

Mon Sep 29, 2014 11:42 pm

Can we avail this in the existing server ? If yes then How ?

Re: New feature: the fortress

Mon Sep 29, 2014 11:57 pm

Not a direction I'd pick. I think you are making the game more complex and it will be a detriment to attracting new players.

Directions for the game I'd advocate (2 year vet)

Introduce the concept of a rout. Above predefined ratios of attackers vs defenses a rout occurs and the 101 rule is suspended. Say 10 to 1 in favor of attackers and 1 to 3 for defenders.

Losses on long range marches. Medevil times were hard. After a certain distance from the home castle troops should start taking losses frame disease and malnourishment.

Both ideas balance each other.

Re: New feature: the fortress

Tue Sep 30, 2014 12:03 am

I'd rather see increasing the number of points for a castle to increase troop speed, keep storage, troop count, for instance, rather than the fortress idea. Warp holes would be nice, as would terrain obstacles... I never understood how oxen can travel unescorted to market and not lose silver.. if only we could loot enemy transports...

Re: New feature: the fortress

Tue Sep 30, 2014 1:11 am

Bring it to US7 and hurry! Doesn't make sense to me to test it on a new server where only big spenders will be able to use it. Small spenders would take months to build castles into good silver producers. That will severely limit the number of players building fortresses which would in turn limit your ability to continue to develop them.

Re: New feature: the fortress

Tue Sep 30, 2014 1:19 am

I do like the idea of it but I don't think it should start on a existing server with this not being in the game prior many ppl don't build clusters together to make it hard for reset opps with this feature it would give many a disadvantaged that they didn't have prior I would also agree with new troops should be added for a fortress defensively as well as offensive maybe a moat/drawbridge for defense and catapult for offense

Re: New feature: the fortress

Tue Sep 30, 2014 1:25 am

Already started the process of fully upgrading a cluster of 5 castles in uk5 & aus5, I hope it's featured on them servers, sounds really good & looking forward to it :)

Re: New feature: the fortress

Tue Sep 30, 2014 1:38 am

To avoid confusion it should not be called a fortress it should be called a citadel.
The game currently starts with a small fortress that you build into a full castle.
The combination of castles is not simply another fortress it more resembles a City Castle or Citadel

Steve
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