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AuthorTopic : prevent often onliner?
Disturbedyang
Joined 27/01/2003
Posts : 241

Posted : Friday, 12 November 2004 - 13:11

in case u guys didnt quite notice the "advantage" of online often.here`s why
it isnt minor anyway in my opinion
let say sumone attacked ur army(ballista would be worse,knigths would be 2nd worse)after u online
then after about 6-8 hrs or even rite b4 u online...he moved his army away
and possibly even had some comm building sum blockage
so...do ya think tats a "minor" advantage?u probably didnt know wat hit u too
plus...in any circumstances,ur army cant run away
and......worst of all,u cant really do any flanking...
nearly most of the above happened to me before
because this guy is like a total freak
lol...he seems to be online 24 hrs,so whenever i started attacking his troop,only tat he start moving and attack my force wit the maximum bp
and this guy even stay in front of one of my neighbour`s castle,and keep destroying watever army he produce within 2 hrs my neighbour produce a new army to try to at least salvage sumthing
so....its kinda a big disadvantage here,and such turn based game,especially wit hrs interval,shouldnt be like tat
strategy isnt based on how often u online
tats my opinion tho
others might not had the same
so...y not a 2 diff based map and game?
:p

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Friday, 12 November 2004 - 14:46

I'm completely sympathetic with the idea that there can definitely be an advantage to making an attack and then moving away and even as you say building an obstruction or just blocking with lesser units before the other guy can respond.
However,
If the solution is going to be that the units can only be moved once at the start of a turn, it isn't very good strategy to have to be fastest with the mouse either and someone once said, "first in moves first", but I suspect that my 56K connection gets "rolled over" somehow by faster connections (i.e. I have experienced "lock ups" and then "connection loss" and have found that my opponent has made his moves already by the time I am able to get back online);
So if the solution is going to be one move per turn or something like that I suggest that it isn't necessarily all together at the same time.

PS:
Something else I would like to mention is that if people are going to complain that in a campaign game with turns 12 hours apart that they only have 5 minutes to do their turn and don't have time to do anything extra in between turns, then maybe "battle games" should be provided for these people with 12 hour turn increments.

Campaign games require "resource management" and such and some thought and thats why I prefer them as opposed to a "slugfest".

TR

CTDXXX Silver Member
Joined 19/11/2001
Posts : 5519

Posted : Friday, 12 November 2004 - 15:03

My bad Req, lac fo reading the full story on my part as usual

As for 1 move/turn systems...you then got the issue of the 'Oh, you waited to for me to make my turn so you could make your without retal' saga. Not pretty

Disturbedyang
Joined 27/01/2003
Posts : 241

Posted : Friday, 12 November 2004 - 23:16

lol..enough of all those tat are against my idea...
tats why i state in the upper most post,
since most of us didnt want it to change and req didnt wat those that online often had the advantage and of course additionally help prevent making the server lag
y not the first idea-giving those tat didnt online in a period of hours in each different game had their advantage themselves

StCrispin Gold Member
Joined 26/06/2004
Posts : 203

Posted : Sunday, 14 November 2004 - 00:59

I have mixed emotions on this.

1) I like the tick based MP/BP awards. This is because if I an trying to attack a defnsive line supported by long range missile troops, and I cant get that last 1MP of movement to GET to them, I get smoked! waiting an hour and getting that 1MP alows me to at least get a hit in.

This MP/BP on tick should NOT be removed UNLESS some "forced march" option is added where you can PUSH your men on (say at the cost of 2x BP subtraction and 2 or 3 MP removal from next turn's MPs PER extra MP used that turn.) if you exceed the points allowed next turn then maybe kill some troops for desertion or something?

comments?

2) people sitting outside your castle waxing your men as you build them is BAD. I dont have a suggestion to fix this advantage to the often onliner... THAT is what need the fix. Not the MP/BP tick system.

docent
Joined 4/11/2004
Posts : 94

Posted : Sunday, 14 November 2004 - 07:37

StCrispin have right i agree with him, especially "forced march idea" sounds good

Lt. Pain Gold Member
Joined 27/04/2003
Posts : 1510

Posted : Sunday, 14 November 2004 - 07:38

all i can say is that i went from being able to monitor my troops for 24/7 down to 8-10 hrs a day, there is a big difference, and my campaign scores have reflected that point very, very well... *shrugs*

Hwatta Gold Member
Joined 11/11/2003
Posts : 957

Posted : Sunday, 14 November 2004 - 10:58

One easy solution to StCrispin's problem would be to make the barracks a 3x3 instead of a 2x2...that way you could build up safely (except for ranged attacks) in the center hex...until the barracks was destroyed by the surrounding enemy.

StCrispin Gold Member
Joined 26/06/2004
Posts : 203

Posted : Tuesday, 23 November 2004 - 23:38

I think with a 3x3 barracks you'd need to redo all the maps due to the sheer size they would use up.

anyone else like the "forced march" idea? Maybe we should campaign for that as a new feature

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