Increase moral loss from guard kills.
Old 05-28-2018, 04:17 PM   #1
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Default Increase moral loss from guard kills.

As title says.
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Old 05-29-2018, 01:00 AM   #2
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New ideas are best presented with an argument in favor of their implementation.
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Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
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Old 05-29-2018, 07:25 AM   #3
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I think runes decease the value of moral loss from guard killings far to much.

I also think guards are too weak, there should be influnces towards players having a good guard in kingdoms (bonus effects, lower level loses more moral per death etc.)

It adds in a tactic of war, you could also implement silence from letting the player know that they have killed the persons guard. Allows kingdoms to be stealthily taken with patience but not an over abundance of time. Currently just a 10 rune kd would take me a month of average game time to just start to budge.
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Old 05-29-2018, 01:45 PM   #4
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agreed, like in situations on S1 with Sky and Dun.... it's completely overtaken and stripped out, very hard for anyone to get in and nuke anything to change it up
being able to kill a guard in stealth and have it make a meaningful impact is one way to change up the game state so its not so stale, and give newer players an edge to making an impact

this also encourages older players to defend their plexes properly, giving EEoStones more use and value
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Old 05-30-2018, 08:18 AM   #5
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I agree with lowering morale more in a guard kill, but in stealth it takes away the chances you are taking by attacking a kingdom by letting the owner know. And not letting owners know their guards are being killed is silly in my opinion. Perhaps being informed of the guard kill could come at next hour change when the guard regenerates. Kingdoms are not just populated by one guard, you would be informed.

I think your Kingmanship should be linked into the % you can draw down morale from a guard kill, but at same time making guards harder to kill. Also the opponents morale loss should also be based on Kingmanship. The amount lost as well as the amount gained the following hour.
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Old 05-30-2018, 09:22 AM   #6
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Quote:
Originally Posted by Drunken Froggie
I agree with lowering morale more in a guard kill, but in stealth it takes away the chances you are taking by attacking a kingdom by letting the owner know. And not letting owners know their guards are being killed is silly in my opinion. Perhaps being informed of the guard kill could come at next hour change when the guard regenerates. Kingdoms are not just populated by one guard, you would be informed.

I think your Kingmanship should be linked into the % you can draw down morale from a guard kill, but at same time making guards harder to kill. Also the opponents morale loss should also be based on Kingmanship. The amount lost as well as the amount gained the following hour.
i can agree with this
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Old 05-30-2018, 11:28 AM   #7
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Guard killing in silence is something i support because it should require kings to pay attention to moral instead of just mindlessly farming kingdoms for gold over and over after 'having a plex built' Yes its more work, but its an aspect of the game you need. Maybe have alerts for when moral drops below certain thresh-holds 'Your citizens become angry in x area'

Additionally there should be events where riots start to happen and kingdoms need to be maintained by the king similar to how if you dont visit and its not sustainable.

KMS should affect loss for both players, but i dont think it should affect growth of moral.
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Old 05-30-2018, 07:49 PM   #8
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Quote:
Originally Posted by Drunken Froggie
I think your Kingmanship should be linked into the % you can draw down morale from a guard kill, but at same time making guards harder to kill. Also the opponents morale loss should also be based on Kingmanship. The amount lost as well as the amount gained the following hour.

Guards harder to kill scaled by runes?
Hell, make them similar along the lines of Goblin Kings?
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Old 05-31-2018, 09:09 AM   #9
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I think guards should already have the difficulty of Insane mobs.

Increasing difficulty with runes would add even more of a challenge to that, as well as giving 'beast guards' some purpose.
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Old 05-31-2018, 10:28 AM   #10
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Honestly though, insane mobs aren't going to stop anyone from killing them or taking longer than 30 seconds for most players.
It needs to be harder, like an attack requirement(Goblin King) or damage cap that means it might take 5 minutes to kill one.
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Old 05-31-2018, 10:49 AM   #11
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Quote:
Originally Posted by l337
Honestly though, insane mobs aren't going to stop anyone from killing them or taking longer than 30 seconds for most players.
It needs to be harder, like an attack requirement(Goblin King) or damage cap that means it might take 5 minutes to kill one.
I dont honestly think most players can clear insane 1bils. Also i think their difficulty needs to be slightly increased to accommodate for the increase in stats since the release of the ID.
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