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Prestige From Cities, Oases, and Forts

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PRNRPH

Newbie

Posts: 9

Joined: Sat Jul 30, 2011 3:59 pm

Post Sat Jul 30, 2011 6:05 pm

Prestige From Cities, Oases, and Forts

I feel that it would encourage players to leave troops out and not hunting if they could generate prestige by having troops exposed in cities, oases, and forts. I propose something similar to the mine system but requiring a certain minimum requirement per oasis / fort / city level. Proposal for this system as follows.

Forts -

Level / min troops / Prestige per hour*
1 / 1000 / 1%
2 / 1500 / 1.5%
3 / 2500 / 2%
4 / 5000 / 2.5%
etc...
10 / 100,000 / 10%


(min troops would be infantry equivalent or crop consumption based 1000 = 1000 inf or 250 cav 500 arch or 100 cats)

The Prestige per hour stated above would be a percentage of the per hour food consumption used by the occupying troops over the minimum requirements. E.g.

Player 1 occupies a lvl 1 fort and leaves 100 catapults exposed he generates 0 (zero) prestige per hour

player 2 occupies a level 1 fort and leaves 200 cats and 1000 inf exposed.
He generates (200cats *10crops +1000inf * 1crop) - 1000 crop per hr min =
2000+1000-1000= 2000crop/hr excess *1% = 20 prestige per hour.

Oases

Since their levels change I propose that a player could lock in the oasis level or minimum level by having exposed troops in that oasis or could reverse the level drop by having additional troops stationed there in.I suggest 500 per level starting at level 1=500 to lvl 9=5000.

For example a level 9 crop could be maintained by having a mimimum of the equivelant of 5000 infantry stationed there.

Also a lower level could be raised by 1 level per 8 hours if twice the number of infantry equivelants were stationed there. For example a level 6 iron mine could be raised to level 9 over 24 hours if the player stationed 10,000 infantry (5000 min to hold a level 9 x 2=10,000) there for the 24 hours.

Cities

Given that they are easier to defend and recall troops to, I suggest that they generate a flat 0.25% of the crop consumption exposed in them per hour.

So if a player has 10,000 cats exposed in a city he generates 250 prestige per FULL hour so if he only has them there for 59minutes then hunts he gets nothing. Also if he is attacked and hunts those troops during a prestige generating cycle the attacker automatically gets that prestige generated during that cycle by the cowardly player that ran away.

Example

Player 1 has 10,000 cats sitting at his base and they have been there for 4 hours. He has so far generated 1000 prestige (250 per hour). He is attacked by player 2. Player 1 sends his cats out hunting before player 2's troops arive. Player 2 receives those 1000 prestige points that would have gone to Player 1 otherwise.
Last edited by PRNRPH on Sat Jul 30, 2011 6:12 pm, edited 1 time in total.
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djdave94

Beginner

Posts: 30

Joined: Tue Jun 28, 2011 6:11 pm

Location: United Kingdom

Post Sat Jul 30, 2011 6:08 pm

Re: Prestige From Cities, Oases, and Forts

Yer thats a good idea, that will be good eye candy :)
The Server78 Sole Survivor living on peoples fears. That's what's kept me alive :P
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nIcKrOx

User avatar

Warlord

Posts: 2199

Joined: Mon Jul 05, 2010 2:36 pm

Location: "P. Sherman, 42 Wallaby Way, Sydney"

Post Sat Jul 30, 2011 7:09 pm

Re: Prestige From Cities, Oases, and Forts

I personally dont think you should get prestige by just leaving your troops out...But that might just be me
\-Haypi Kingdom-/
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19

May his noodly appendages keep us from floating up to the sky.
Ramen.


FSM
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PRNRPH

Newbie

Posts: 9

Joined: Sat Jul 30, 2011 3:59 pm

Post Sat Jul 30, 2011 8:14 pm

Re: Prestige From Cities, Oases, and Forts

The Idea isn't so much about generating prestige as it is about generating targets and encouraging attacks... This game does have the potential to get a little stale after a while. Scouting endlessly for a 20K plus hit can get frustrating. If there were some incentive to be a target there would be a lot more battles and players could rise, and fall, much more quickly. Really any incentive to be a target would be welcome.
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nIcKrOx

User avatar

Warlord

Posts: 2199

Joined: Mon Jul 05, 2010 2:36 pm

Location: "P. Sherman, 42 Wallaby Way, Sydney"

Post Sat Jul 30, 2011 9:36 pm

Re: Prestige From Cities, Oases, and Forts

You can just leave your troops out anyway as bait if you are brave enough ;)
\-Haypi Kingdom-/
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19

May his noodly appendages keep us from floating up to the sky.
Ramen.


FSM
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~dread~

Newbie

Posts: 9

Joined: Fri Jul 15, 2011 7:45 pm

Post Sun Jul 31, 2011 2:03 am

Re: Prestige From Cities, Oases, and Forts

It would be more interesting if this game had an area for players to duel similar to the mine. That way no one could recall at the last minute and no one gets homefield advantage
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AnDrOId122

Citizen

Posts: 117

Joined: Fri Aug 20, 2010 3:59 pm

Location: In a house

Post Sun Jul 31, 2011 1:40 pm

Re: Prestige From Cities, Oases, and Forts

I think this would really improve the game. But just so you know if lv 1 oasis was 500 and it went up 500 a time lv 9 would be 4500 not 5000
people spend their lives searching for the meaning of life, and fail to find it.

I know what their mistake is. There is not one but two meanings of life:

Haypi and elder scrolls

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