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| | #101 (permalink) | ||
| News Update:
Part 2 PERSONALITIES Here are the personality types we're leaning towards right now. Some or all of these may be implemented -- there are a few more than we had originally intended. Some other possible bonuses are listed below as well. * The Merchant (Sir Bob the Wealthy): Every day, all cash on hand generates interest. The interest rate would be small but has not been determined yet. * The Crazy (Sir Bob the Freak): Much larger random factor in combat, skewed to favor the Crazy player a bit. Can cause very skewed results in attacks - causing the player to lose battles they should have won, or win battles they should have lost. To make this beneficial, the latter would happen slightly more often than the former. * The War Hero (The Heroic Sir Bob): War Science would also affect the player's defensive ability (as it does now) * The General (Sir Bob the Great): Access to the Blitzkreig Attack option described below. * The Warrior (Sir Bob the Warrior): Mercenaries would work for substantially lower prices * The Shephard (Sir Bob the Humble): The peasants would learn to work the lands better and generate food from ALL available land types. The exact number has not been determined. * The Scientist (Sir Bob the Thinker): Science points would be generated automatically every day. The amount has not been determined but would be based on the amount of land the player has. * The Rogue (Sir Bob the Rogue): All offensive theivery operations would have something like an automatic (10-15%?) chance of succeeding, in addition to the normal likelihood of success. * The Mystic (Sir Bob the Sorceror): All spells cast would have something like an automatic (10-15%?) chance of succeeding, in addition to the normal likelihood of success. * Some other possibilities include the Sage (Sir Bob the Wise) and the Politician (Sir Bob the Statesman). We haven't picked bonuses for these if implemented. * Some other possible bonuses include the ability to control your tax rate or no honor losses from thievery / magic. BLITZKREIG ATTACK OPTION Under Consideration * This option would be available only at war, and only to either one race or one personality type * The attacker would incur higher than usual losses; the defender lower than usual losses. * This option would be a separate type of attack that would not need to be successful to gain land. The amount of land gained would be based on the relative amount of offense compared to the defense. * A successful attack would still return far less land than a traditional march. This is done to ensure that this attack is not overly powerful. * The idea behind this is similar to how pirahnas work. Individually, it would not be useful. However, if a couple of players work together, they can more effectively attack a larger player. It emphasizes teamwork, on the part of both the attackers and on retaliations. HAPPINESS (barely Under Consideration) This is a pretty hefty change that we wanted to bring up, but I'm not sure it could or would be implemented this round. The idea is to create a "peasant happiness" rating that is affected by the draft rate, unemployment, military size, level of combat, thievery operations, spells, etc. Happier peasants might generate more income or provide some other type of benefit. Buildings (Pubs) could be added to increase happiness, etc. Details haven't really been put together, so I can't really saymuch more than that. THE END That was the full list of changes in our plans right now. Some of those (such as the Blitzkreig) still have some analysis to go, but I think they can add a new dimension to the game. Please feel free to post your suggestions, and based on the intended changes, your thoughts on the races and how they may need to be adjusted. Thanks, Mehul Patel Swirve Administrator Jul 17th 12:55 PM Addendum to Blitzkreig Attacks: The attack would still require a decent amount of military to be sent. Sending a tiny fraction of the necessary army wouldn't result in any gains. This is to prevent abuse and silly attacks all over the place. Mehul
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| | #104 (permalink) | ||
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Pai hai nu mai incepe noua runda?Arcasii mei si-au muiat sagetile in cucuta si ceilalti luptatori isi ascut de zor topoarele.A venit un gnome micut sa-mi spuna ca la sfarsitul celui de-al doisprezecelea an,dar sunt deja in cel de-al treisprezecela si suflul schimbarii nu trece prin barbile dwarfilor.
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| | #108 (permalink) | ||
| aha
gata, merg serverele. probabil au avut probleme cand au incercat toti sa isi activeze conturile. m-au mutat cu un cont, si cu unul nu. acuma am doua conturi pe un server. ceva mai incolo o sa cedez unul dintre ele, dar trebuie sa ma hotarasc care... imi plac ambele regate. I am the "Sage"
__________________ .: one liner™ :. | |||
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| | #119 (permalink) | ||
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atacker din prima shi fac numa defense shi offense specs pana la 1000+ acri aaa shi momentan sunt al 8-lea most powerfull avian in za world
__________________ Now Disciples of the Watch See your Prince of Darkness rise Through famine and destruction The Four Horsemen at my side I demand a victory, I demand a sacrifice Or spend all eternity In the flaccid gut of Christ! | |||
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| | #120 (permalink) | ||
Esti un meserias.Ce nu stii tu: cei care pricep cu adevarat cum functioneaza jocul isi fac trupe in ultimele 24h de protectie. Normal ca au NW mai mic decit tine.
__________________ ... brrrrrrrraaaaainzzzzzzz .. | |||
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