Capturable Planet Territories

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What do you think?

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Total Votes : 21

Re: Capturable Planet Territories

Post by rflash on Thu Apr 23, 2009 11:12 am

Why not make a "beta" of this.

10x10 area .... first 100 players in the ranks are randomly assigned a tile.

Of course like any planet we should have different territories :
- Plains : +10 UU / day ; 5% defense bonus ; 5% attack bonus
- Forrest : +8 UU / day ; 15% defense bonus ; 5% attack bonus
- Hills : +6 UU / day ; 25% defense bonus ; 10% attack bonus
- Mountains : +4 UU / day ; 40% defense bonus ; 15% attack bonus

This will be randomly generated on the 10x10 map (let's say 35P/30F/25H/10M).

At 00:00 and 12:00 game time the game will act on the players orders .... so 2 attack/day .... the logs will be public (player A from tile A5(plains) attacked player B from tile A6(forrest). Player A sent x troops armed with .... and player B defended with y troops armed with ..... In the end Player A captured/was defeated/etc tile A6 but suffered a% losses).

Now .... once a player has decided on his move ... let's say from A5 to A6 with 75% of his army no other player can attack A6 on the same turn .... if they try they will get a message saying "move not allowed" or similar.

Each player will start with 100-150 troops (to be decided but I think 100 is best) armed with the best weapon they have.

Of course there are some problems with this for example the moment the UU is generated it's trained and armed, but it's easier to code it this way .... once the game grows a bit each tile will also produce some income that can be used for training and buying weapons .... but just for the start of it we assume money are no problem.

The initial UUs aren't deducted from the armies ..... as I said this will be a "beta" inside the normal game.

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Re: Capturable Planet Territories

Post by Admin on Thu Apr 23, 2009 11:18 am

i'd just make a beta server and then play around on that one, much safer than have it linked in any way to normal game.

but still, coding that one even just a beta with probably tons of bugs around would take me a full week where i have no uni or have to do anything else AND where i'm motivated enough to work through the whole week.
Not gonna happen in the next 2 months.

so until then you all have time to work out the details

worst case scenario i'll have wasted my time and this will end up in the folder with all the scrapped code and ideas Razz

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Re: Capturable Planet Territories

Post by rflash on Thu Apr 23, 2009 11:53 am

If you need help with coding this just ask Wink

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Re: Capturable Planet Territories

Post by Admin on Thu Apr 23, 2009 12:04 pm

no thx, that's like massing a defense someone else wanted to mass.

stealing fun isn't a nice thing to do

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Re: Capturable Planet Territories

Post by rflash on Thu Apr 23, 2009 2:06 pm

True but you need to think about the fun of 100 people playing that Wink

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Re: Capturable Planet Territories

Post by october 17 on Thu Apr 23, 2009 9:20 pm

im thinkig it should be attackable by groups (for the little guy)
however this would come with larger losses as comunication between friendly armys would be "limmited" (for the big guys)...and i guess the sall guys too Razz
so a few smal guys can band together


Last edited by october 17 on Thu Apr 23, 2009 9:52 pm; edited 2 times in total

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Re: Capturable Planet Territories

Post by rflash on Thu Apr 23, 2009 9:47 pm

They can attack in succesive turns ..... that will guarantee a victory in the end, but multiple attacks on one turn can be too easily abused.

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Re: Capturable Planet Territories

Post by Admin on Thu Apr 23, 2009 11:27 pm

maybe adding that alliances can band armies together putting them under an "alliance banner" and only 2ic or leader would be allowed to move those

but needs to be considered if you can withdraw troops from planet back to your realm, and if you can only band if you donated because then you might have a unit transfer method for mutlies

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Re: Capturable Planet Territories

Post by october 17 on Fri Apr 24, 2009 6:15 am

good point


another thought how about theas planets be based on race (the planests belong to one race ect)

ot to say they couldnt be captured by members of adifferent race

the planets build structures, income or whatever cheaper depending on what races planet it is... just an idea

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Re: Capturable Planet Territories

Post by darkshield on Tue Oct 06, 2009 9:40 am

know i came in late, heven't read all the posts. on kenzu's idea for territory giving you uu why not make it relative. so if you are on or below average army size the territory can produce say 50% of your up. then for every 5% over average army size you are the territory could produce 1% less.
eg average army size 150k. player has 155k units so can only produce 49% of his raw up. i know these numbers wouldn't work but just as an example

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Re: Capturable Planet Territories

Post by Kenzu on Sat Oct 10, 2009 1:58 pm

darkshield wrote:know i came in late, heven't read all the posts. on kenzu's idea for territory giving you uu why not make it relative. so if you are on or below average army size the territory can produce say 50% of your up. then for every 5% over average army size you are the territory could produce 1% less.
eg average army size 150k. player has 155k units so can only produce 49% of his raw up. i know these numbers wouldn't work but just as an example


in that case people would get rid of their armysizes and throw everything into unit production.

average size is roughly 200.000
If I have 2.000.000 army size, I am 1000% over average army size, which means I would produce 200% less.
ie. 0 or negative amount of uu.

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Re: Capturable Planet Territories

Post by Nomad on Sat Oct 10, 2009 4:27 pm

Kinna have to agree with Kenzu on this one, and I have seen it to many times before, people sell/kill/give away UU to avoid the "big boy" punishments and their accounts can become very impressive selling the UU. They also never keep enough on their accounts to war with so their is little you can do to compete with them.

AE is a well balanced system, I don't really see the need to more heavily punish larger players.

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Re: Capturable Planet Territories

Post by Nomad on Sun Oct 11, 2009 5:54 pm

Sorry for Double post.

I been kinna shying away from these ideas, planets and the territories, but I am starting to think about them more and more. I think there is some use/merit to them.

My questions concerning them would be.

1. how many planets and how many teritories?
2. what happens when all territories are "occupied"
3. what stops one person/alliance from claiming all of the territories on a planet?
4. what are the costs invloved with finding /claiming/maintaining these teritories.
5. whats to stop each alliance from just claiming its own entire planet?

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