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Forum : Notice Board
<<   1 2 3 4   >>
AuthorTopic : May 2008 - Updates
Choirsinger
Joined 19/12/2007
Posts : 617

Posted : Monday, 26 May 2008 - 11:52

so i non longer need to build market places to get enhanced gold...cool

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Monday, 26 May 2008 - 23:04

- Added a new Poll. Check under Community - Polls

Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Tuesday, 27 May 2008 - 00:07

Typo:

"...4:! ratio..."

should be:

"...4:1 ratio..."

gala
Joined 1/09/2005
Posts : 483

Posted : Tuesday, 27 May 2008 - 10:56

Req,
I think the new outpost range is very unrealistic. You can see the enemy's castle from an outpost built next to yours. You also can't prepare any surprises for your opponent. It'll take at least 3 turns/moves to get even to an outpost, so she/he can always return their army back on time. I think 20 must be the max range - to overcome this you will also need at least 2 turns to move...

Corflu
Joined 22/08/2003
Posts : 1408

Posted : Tuesday, 27 May 2008 - 14:38

I agree, its almost like playhing with the 'full vision' rule optiuon in duels that no one likes.

Biscuit
Joined 15/09/2003
Posts : 1893

Posted : Tuesday, 27 May 2008 - 18:16

LOL. Now I love outposts more than anyone, except maybe Sage, but I have to agree as well. The original 16+2+2+2 (22 max) was just about right. This new change is very unrealistic and allows no surprises. The only other thing to do is make it, 14+3+3+3 (23 max).

Harold1 DoC
Joined 21/04/2007
Posts : 1977

Posted : Tuesday, 27 May 2008 - 19:27

or put the price up higher so its harder to afford!!

Sage DoC
Joined 8/11/2002
Posts : 4070

Posted : Tuesday, 27 May 2008 - 19:36

How do you know about my love of outposts, Biscuit?

Hate to say it, Req, but I think everyone's right...outposts were perfect before. They were powerful enough to be tempting, but expensive enough to be prohibitive. You had to decide strategically whether it was worth the cost. Now they're so powerful they've become something you HAVE to have...no matter the cost. Raising prices wouldn't make it less necessary.

LOD
Joined 13/12/2001
Posts : 5681

Posted : Tuesday, 27 May 2008 - 20:53

10 outposts to see the whole map or even fewer? All this for about one-two turn(s) of income. Right in line with the rest of the changes. Make everything cheap, next to free, so that no importance is given to economy planning. You no longer have to pay any atttention to or learn anything about techs and upgrades. Another step of the battlefication of the game. Will there too be a tech that lets the game autoplay so that we no longer need to be there to move?

Mog DoC
Joined 5/02/2004
Posts : 14303

Posted : Tuesday, 27 May 2008 - 22:01

I think the outposts are too good now as well. I'd go along with Biscuit's idea of 14 + 3 + 3 + 3 = 23 max. That is plenty.

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Tuesday, 27 May 2008 - 23:43

14 is too small for an outpost. it was originally 16, and that was too short.

23 spaces is nothing. macemen can travel 24 spaces in 2 turns. scouts can travel 30 spaces! 2 turns is not enough warning time for the BEST outpost techs to provide. You cant mobilize a defense in 2 turns.
anything less than 2 turns warning is useless, and just makes the game all about surprise attacks (which is more luck than rolling dice)

maybe the outpost techs should be upgrades, so you have to upgrade each outpost separately.

LOD
Joined 13/12/2001
Posts : 5681

Posted : Tuesday, 27 May 2008 - 23:56

Why not slow the troops down instead or make bigger maps

Biscuit
Joined 15/09/2003
Posts : 1893

Posted : Wednesday, 28 May 2008 - 00:23

Well, at least the new outpost range makes all the scouting techs useless!

Tubthumper
Joined 31/12/2005
Posts : 859

Posted : Wednesday, 28 May 2008 - 01:04

Why not make outposts mobile, like a seige tower - 2-3 hexes per turn max? Or give us the option of upgrading an outpost to being mobile?

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Wednesday, 28 May 2008 - 01:50

Mobile Outposts isnt too bad an idea, but they would become troops then, as buildings cant move.

If I had slowed the troops down instead, I would have had the same people complaining the troops are too slow, their strategy is now pointless, the game is boring, etc etc

Corflu
Joined 22/08/2003
Posts : 1408

Posted : Wednesday, 28 May 2008 - 02:01

good point, biscuit! no more need for scouting techs when you see the map anyway!

gala
Joined 1/09/2005
Posts : 483

Posted : Wednesday, 28 May 2008 - 06:00

Req,
you are right "macemen can travel 24 spaces in 2 turns. scouts can travel 30 spaces!... You cant mobilize a defense in 2 turns."
But, you can make 24 spaces if the movement is 100%. It's rarely so. Also after you moved, you can't attack at the end of this "travel". It makes the notification at least 3 turns.
Building an outpost 10 hexes from a castle gives you an additional turn. Total 4.
It won't be enough only if you are in a campaign, having several castles and far away from home. It's a "trouble of rich".
Finally, you want to make this game more realistic and interesting, but give us the tool which doesn't exist (almost a satellite)and limits avility to plan a surprising attack (you can find a lot of htese in history).

laur
Joined 9/01/2008
Posts : 320

Posted : Wednesday, 28 May 2008 - 07:09

I have to admit that I agree LOD economic, Bisc scouting & gala number of turns until attack "issues".
Moreover at what gala said, you cannot attack until you have your ranges in place(unless you whant to suicide yourself)...and if you are using ballis...as everybody does these days then 30 spaces on an average of 80% movement means 4 turns only to put your armies in place +1 to attack...if the outpost is near the enemy castle which is very improbable

regarding the the economics updates...starting with turn 4-6 you can produce mace/ballis/falcs and turn 8-9 Marks/Knights/HC...then why don't we get rid of those 1-2 level units...cause they will be used only 5% of the time in a 100 turns camp? Maybe it was a bit expensive to produce high level troops in the past...but now is much cheaper.

Also markets tends to be unused these days especially in camps...only because everything is cheaper and you don't really need to sell to get money

Last Edited : Wednesday, 28 May 2008 - 10:43

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Wednesday, 28 May 2008 - 08:20

Changed it to 18 +3 +3 +3

CanisLupus
Joined 23/05/2008
Posts : 75

Posted : Wednesday, 28 May 2008 - 08:21

Why didn't you just leave outposts as they were and just at least reduce the wood material cost of them to 200 so that more of them can be built which is certainly more realistic?

Can we discuss the cost of producing higher level troops now or is that just being censored?

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