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AuthorTopic : What hath comms wrought?
Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Sunday, 5 July 2009 - 00:52

Here's the situation: you get all ready to attack at morning light, bed down with a clear field ahead of you to smash into the infidel's weak lines and wreak havoc there unto, but Lo! and behold, when you wake up there is suddenly a freakin' wall 40 feet high and twenty five miles long between you and the enemy! You could have sworn there weren't enough men available over there to build this mighty rampart, but yes, single, individual, lousy commandeers have in some cases built up to 6 sections of attack-killing walls overnight!!!!!

Perplexed, you stop. Oh, how you wish you had your unbelievably sloooooooooow catapults with you. They will be here next week, though. So.... what do you do? Run up to this immense wall with your highly trained Heavy Cavalry and begin hacking it down? Good idea! Now, even boy archers can take pot shots at you while you hack away. We're talkin' kids with no moustaches getting target practice!

I suggest that comms have FAR less build ability per turn. I also suggest speeding up cats by 1.

titonator
Joined 12/02/2004
Posts : 3278

Posted : Sunday, 5 July 2009 - 03:02

I agree to that!

Nebuchadnezer DoC
Joined 9/06/2005
Posts : 3017

Posted : Sunday, 5 July 2009 - 06:50

I find cats to be entirely too destructive as they are...now you want them to move faster, so as to wreck more destruction? I'd be okay for them moving faster, if you take their destrucive capability down also.

Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Sunday, 5 July 2009 - 12:19

Yeah, that makes sense too.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Sunday, 5 July 2009 - 22:41

Mog is able to edit the stats for any troop, including Cats.

Go Mog!

Nebuchadnezer DoC
Joined 9/06/2005
Posts : 3017

Posted : Sunday, 5 July 2009 - 23:16

Lord help us...

klyph
Joined 30/05/2008
Posts : 421

Posted : Sunday, 5 July 2009 - 23:39

i just sharted in my pants i laughed so hard. squinches will destroy demigods and marks will become useless.

Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Sunday, 5 July 2009 - 23:52

I can't change how many things a commandeer can build per turn but I could change the Battering Ram and Catapult stats.

How about adding one movement point to each, making them 7 for Rams and 6 for Cats?

How about instead of 20-36 damage and 30-45 damage (which is per one troop, times 10 for the stack, times 10: 2000-3600/3000-4500 damage) we lower it to 1000-1800/1500-2250 damage?

Is that too low, too high?

Harold1 DoC
Joined 21/04/2007
Posts : 1977

Posted : Monday, 6 July 2009 - 00:32

To me a cat would be powerfull but really slow

Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Monday, 6 July 2009 - 00:49

OK, so I take that as a no vote.

And come to think of it, if comms can still build like rabbits, it makes little difference how fast or slow, powerful or weak the siege is, comms can just throw up more obstacles. I still need some Requiem approval or disapproval here...

Last Edited : Monday, 6 July 2009 - 00:52

titonator
Joined 12/02/2004
Posts : 3278

Posted : Monday, 6 July 2009 - 03:09

Neehts will soon be the best in the game

klyph
Joined 30/05/2008
Posts : 421

Posted : Monday, 6 July 2009 - 04:09

i agree with harold. although i think they are fine they way they are, cats and rams. the comms thing is a little over the top. i have constructed walls 10spaces long in one turn with one comm. 4 barracks and 2 palis. while that is very expensive i was planning on making barracks anyways. perhaps comms should only be able to build 3 buildings a turn, while this is still a bit high it will take more comms or more turns or more money to construct an imposing wall. making them a little more rare while still giving you the ability to plan for such a defense if needed. Thats just my two sense.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Monday, 6 July 2009 - 07:28

or just make building an action, like attacking.

once a troop performs an action, they cannot perform another that turn. of course, that means building only 1 building per turn per comm stack. which is fine for things like towers or barracks, etc, but for walls that might be a little slow

klyph
Joined 30/05/2008
Posts : 421

Posted : Monday, 6 July 2009 - 10:38

that is the way it was before you made it this way. if you make it 1 building you are just going back to the way things were and not moving forward at all.
1 barracks or building other than a wall, pali or drawbridge would even it out. would it be possible to program it that way without major modifications though?
maybe if you can only build or move? IE: you can't build after you have moved, you have to move to where you want to build and build on your next turn without limitations to how many buildings you can put around your comm. This way you can't build then move then build again and you can build more than one building at a time, which is why(i think) you changed it in the first place being that it took too long to build enough buildings to make a big difference unless they were behind your front line.

Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Monday, 6 July 2009 - 11:28

maybe go back to the old build points system? different buildings take a different amount of BP to build... a barracks would take a full 10-pop stack of comms to actually throw down in 1 turn (anything shy would leave it at a % done) but a 10-pop comm can do multiple walls before running out of BP.

I think it's silly that a single, 1-pop comm can make a barracks and several walls and other structures all by himself in a single turn.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Monday, 6 July 2009 - 20:13

well, its not the actual comms that do the building

Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Monday, 6 July 2009 - 22:03

I am proposing, and Requiem is ready to change to this...

Once a Commandeer has built, it can no longer move or attack that turn, but may continue building from that position. It may:

1.Build where it is, as much as possible. Turn ends for that comm.
OR
2.Move and then build as much as possible. Turn ends for that comm.
OR
3.Move, then move again. Then build. Turn ends for that comm.
OR
4.Move, attack, then build. Turn ends for that comm.

Currently it can build/move/build/move. That would no longer be possible.

To make this at least somewhat more fair there will be a 7 day alert before the change so players can re-think certain strategies they have been using. July 13 will be the day it changes.

Last Edited : Monday, 6 July 2009 - 22:36

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Monday, 6 July 2009 - 22:37

i think its a good idea mog... building is an action just like repairing or taking over... a comm shouldn't get to move and build more from another spot in one turn...it gives a commander a bit too much power.
so what you are saying... is you can build all around a comm's position if the dot to left of your comm's head is green or yellow...but once you have built, wether green or yellow, you may not move.. and if you move twice, you cannot build...just like you cant repair or take over after moving twice...lol...just kidding! i know what you mean...
the cat thing i believe should be left alone. changing anything regarding cats during what is a serious on going megawar just doesnt seem right... its an expensive peice of weaponry and cutting its power in half for those who have already invested in them would anger folks for sure.

Last Edited : Monday, 6 July 2009 - 22:52

Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Monday, 6 July 2009 - 22:49

Note number 3. You will be able to move/move/build.

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Monday, 6 July 2009 - 23:00

ok so you can only build from only one spot per turn...wether your status is green, yellow, or red!

but no 4 dont make sense

"4.Move, attack, then build."

That means i could move up to you...kill your troop...then build something possible of blocking another of your troops... kind of too powerful for one move...

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