SIMONSAYSDIE Joined 29/11/2008 Posts : 1072
| Posted : Monday, 6 July 2009 - 23:32 maybe a simpler solution is to not change the current capabilities of commanders, but to make the fences weaker(easier to destroy)
this would give ppl reason to build walls... if they really want to block someones much larger force it should also cost them... it would also make castles more vulnerable and give ppl reason to upgrade their palisides to walls Last Edited : Monday, 6 July 2009 - 23:34 | the Dude13 Joined 13/06/2009 Posts : 11
| Posted : Sunday, 12 July 2009 - 14:57 I hate it when you try to go up to someone with your biggest stuff but the wall is in the way. That said I DO think that the comm should have the capability to do stuff like that. I mean look at what happens when there isn't a wall to save some one (like YOU) from a massive attack from say... a few calvary or even some knights and macemen. Do i think that when your on the recieving end it sucks??? OH YEAH!!! but what if it is you doing it??? I mean maybe if you limited the building amount that a comm could do in one turn you would be going somewhere but otherwise it is just leaving peeps like myself (who in 25 to 40 different games has never won) defensless to an extent.
Also i do think that all those slow armies should speed up at least a little!!!
Last Edited : Sunday, 12 July 2009 - 15:01 | Mog DoCJoined 5/02/2004 Posts : 14358
| Posted : Monday, 13 July 2009 - 22:45 Are you all ready? This is due to happen on the 13th... | | Requiem [R]Joined 3/02/2000 Posts : 4882
| Posted : Tuesday, 14 July 2009 - 01:27 and it is DONE! | | Mog DoCJoined 5/02/2004 Posts : 14358
| Posted : Tuesday, 14 July 2009 - 05:25 See the Notice Board forum for the actual troop ability changes. | | Mog DoCJoined 5/02/2004 Posts : 14358
| Posted : Monday, 7 September 2009 - 16:29 Agggh. Comms still have FAR too much power. I suggest they go back to being able to build ONE item per turn each.
I further suggest that barracks go back to being linked to castle ownership. This deal with people walking up to one's castle gates and building a barracks or ten in one turn is just stupid. They are great cheap walls plus they make troops??? Come on, Req.
I can't join any more games until these are implemented, and I'll just wait for WOK like the other old timers. It just isn't a war game any more, it's an architecture and real estate game. | | Zues Joined 23/11/2004 Posts : 287
| Posted : Monday, 7 September 2009 - 20:59 I agree with Mog. 100%. Especially about linking barracks to castle ownership the way it used to be. But also about comms building too much.
Except Ill prolly still keep playing :p | | klyph Joined 30/05/2008 Posts : 421
| Posted : Monday, 7 September 2009 - 21:08 if it goes back to castle ownership could it possibly be 2 barracks for your starting castle instead of 1? 1 seemed like to little while i do agree that there are too many now. I am going to have to adapt my strategy dramatically if we go back to that. | | Nebuchadnezer DoCJoined 9/06/2005 Posts : 3017
| Posted : Monday, 7 September 2009 - 21:17 Perhaps comms need to go back to having "build" points. Or the buildings need to be easier to destroy. Or if barracks could be taken down as fast as they are put up, they wouldn't be put up so nonchalantly. | | Zues Joined 23/11/2004 Posts : 287
| Posted : Monday, 7 September 2009 - 21:21 I like build points myself but if we cant go back to that maybe just make all buildings significantly costlier in gold. That should slow some of the "Builders" down
| | Mog DoCJoined 5/02/2004 Posts : 14358
| Posted : Monday, 7 September 2009 - 21:36 The way the game used to be was: 2 barracks in your starting castle. You could then also build another one anywhere you liked, outside or inside the castle. To have another active barracks you needed to take over another castle. Two castles, 4 barracks. Three castles, 5 barracks, etc.
I think Req changed these features to encourage more fighting activity but it has had nearly the opposite effect. Fighting has become far more a positional, siege oriented style than previously. Especially with cheap walls and palisades and an almost unlimited ability to throw them up quickly.
Recently the way comms built was slightly limited. I don't think that went nearly far enough. | | Zues Joined 23/11/2004 Posts : 287
| Posted : Monday, 7 September 2009 - 21:43 Thank you for expressing thoughts I couldnt wrap words around Mog.
"Fighting has become far more a positional, siege oriented style than previously"
I also agree Comms building hasnt been curbed enough. In your castle is one thing, but in the field, IMHO, 1 building per turn, or 2 or 3 walls/palisades should be the limit. | | Nebuchadnezer DoCJoined 9/06/2005 Posts : 3017
| Posted : Wednesday, 9 September 2009 - 15:57 Ugh...so now it's impossible to build. Can we change the topic to "what hath catapaults wrought?" For making buildings cost so much more, they are still quite easy to take down. We've just shifted focus from a territory game to now a fully "siege" oriented game. Cats rule the battlefield still... | | Mog DoCJoined 5/02/2004 Posts : 14358
| Posted : Thursday, 10 September 2009 - 00:15 Yes, so what do you suggest to change that? | | Heat Joined 16/10/2007 Posts : 690
| Posted : Thursday, 10 September 2009 - 01:05 What if it actually took more "time" to build stuff? Half the building "power" of a Comm stack. It would be like trying to build with a 5pop stack instead.
And this used to be done alot when we didn't automatically get 10pop stacks. I can remember sending out like 3 or 4 stacks of 3pop comms to build fences abck in the day. They could each build thier little section of fence or team up to build a rax when it was needed. Last Edited : Thursday, 10 September 2009 - 01:07 | klyph Joined 30/05/2008 Posts : 421
| Posted : Thursday, 10 September 2009 - 02:30 i think with the new change comms should no longer be overpowered. comms hath wrought only what need be in the present days | | Coopels DoCJoined 29/01/2005 Posts : 1037
| Posted : Thursday, 10 September 2009 - 11:11 Maybe the cat's power should just be reduced... | | Nebuchadnezer DoCJoined 9/06/2005 Posts : 3017
| Posted : Thursday, 10 September 2009 - 11:45 Considering that a cat can take down a starting barracks with one shot, I agree with Coopels. I would cut their damage in half at least...maybe more. If barracks cost 4 times as much, why not make them 4 times as hard to kill? Previously it didn't matter if a cat took out a barracks a turn, since you could build 4 barracks a turn. |
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