Rebel Faction
Posted: Thu Apr 21, 2016 11:02 pm
Create a faction that is not controlled by any players and cannot be joined by any players I.e. The Rebel Faction
Much like the free castles of the servers are owned by "Free Knights" which are allowed to develop autonomously up to 40 points, there should also be random spawning castles around the map edges and in clusters of unconquered frees and 13point inactives that are controlled by the Rebel Faction.
The idea being that these computer controlled (or even admin controlled) rebel players and their castles will randomly attack and attempt to raid players and even attempt to capture player controlled castles. Especially where many rebel castles are present in a particular area. I.e. The more rebels nearby the more frequently and intensely they attempt to raid and/or capture player castles.
If they are programmed to develop themselves into clusters (by autonomously conquering player castles, frees and inactives that they target themselves etc) as well as develop their castles and build random troops 3 things would be accomplished:
1) inactives and frees will be reduced due to these castles not defending themselves against the rebels when attacked. Fewer inactives and more possibility of being attacked in that area. Also Rebels develop their castles meaning more lucrative capturing opportunities for players instead of capping low point frees and inactives.
2) battle frequency would be increased and alliances may find that they are unlucky enough to come under rebel attacks while they are also at war with another alliance hence a war on 2 fronts for the unlucky players that the rebels take a pop at in this case.
3) the necessity to properly defend and develop your own castles is increased. Newly capped castles cannot therefore just be upgraded solely for their points without a sufficient garrison from a developed castle to protect it from raids.
This dynamic would also open up the game for further development in terms of -for example- having resource transports or silver trades coming under threat of being intercepted/ambushed by rebels thus requiring that transports of this type (I.e. Non attack/defence transits) must be accompanied by an armed escort of sufficient size to repel any would be rebel assailants.
I believe this to be an implementable dynamic to the game that would add another dimension to the playing field in addition to the features already added to help players successfully manage, defend and develop their castles.
The Rebel Faction would help to clean up inactive servers and if left unopposed by alliances, form a considerable enemy of all players on servers.
Much like the free castles of the servers are owned by "Free Knights" which are allowed to develop autonomously up to 40 points, there should also be random spawning castles around the map edges and in clusters of unconquered frees and 13point inactives that are controlled by the Rebel Faction.
The idea being that these computer controlled (or even admin controlled) rebel players and their castles will randomly attack and attempt to raid players and even attempt to capture player controlled castles. Especially where many rebel castles are present in a particular area. I.e. The more rebels nearby the more frequently and intensely they attempt to raid and/or capture player castles.
If they are programmed to develop themselves into clusters (by autonomously conquering player castles, frees and inactives that they target themselves etc) as well as develop their castles and build random troops 3 things would be accomplished:
1) inactives and frees will be reduced due to these castles not defending themselves against the rebels when attacked. Fewer inactives and more possibility of being attacked in that area. Also Rebels develop their castles meaning more lucrative capturing opportunities for players instead of capping low point frees and inactives.
2) battle frequency would be increased and alliances may find that they are unlucky enough to come under rebel attacks while they are also at war with another alliance hence a war on 2 fronts for the unlucky players that the rebels take a pop at in this case.
3) the necessity to properly defend and develop your own castles is increased. Newly capped castles cannot therefore just be upgraded solely for their points without a sufficient garrison from a developed castle to protect it from raids.
This dynamic would also open up the game for further development in terms of -for example- having resource transports or silver trades coming under threat of being intercepted/ambushed by rebels thus requiring that transports of this type (I.e. Non attack/defence transits) must be accompanied by an armed escort of sufficient size to repel any would be rebel assailants.
I believe this to be an implementable dynamic to the game that would add another dimension to the playing field in addition to the features already added to help players successfully manage, defend and develop their castles.
The Rebel Faction would help to clean up inactive servers and if left unopposed by alliances, form a considerable enemy of all players on servers.