Forts and Mob Armies
So we played around a little with the forts and mob armies in this event. Of course, players have limited fund and troops, whereas mobs had unlimited resources.
I want to slowly change this into a semi player war system, but I am not really sure how interested players are in doing that. There were many complaints about how hard it was, but I am not sure if that was before the players could have mob armies and their own forts. We are also not 100% sure what the benefit of owning forts would be. For example, we could be forts near towns and cities. Owning forts near other cities or townes would give some kind of benefit. What would that benefit be? I am not sure we want to allow towne takeovers completely, as there are player houses and shops in there and I would feel slightly guilty about people losing those. However, maybe we do want to do that. Or maybe, we just want to ditch the fort thing completely.
Anyways, what are your thoughts?
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Comments
Without any way to set up defences on a fort, to where it takes a considerable amount of time to first get access to the fort, and then to tear it down giving players the ability/time to go defend their forts, the gold/time investment of marching them over there just isn't worth it. Not to mention, five players going up against 30 soldiers is never going to turn out good.
I was not a big fan of them. Several reasons:
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
-Defender sub type did not work or did not work on all mobs or something.
-new soldier type: Cavalry. For those times when you simply must crush an army.
-Soldiers went into a berserk rage and killed non-enemies (what's up Celidon's guards during Hammer time)
-Perception/Engineering ability: FORTIFICATION STATUS --> # of bombs remaining in bomb/poison field, quality of trenches.
-Engineering ability: FORTIFY (if you keep forts) helps build/repair forts.
System problems:
This system will be abused. It's too susceptible to time zone drama and the stakes are too high to really put this in the hands of our player base (1%). I can't think of any way to not make this a time zone battle. Sure, I may get some advanced warning but with enough timing/planning you could make sure your army hits at 4am, when your enemy is sleeping. Also, there's nothing barring me from walking to stavenn and capturing 4 forts while Mena tries to walk from Caanae to Stavenn in Venezuela lag. Also, with defenses being so focussed on iron, any good strategist, would slam the iron producing towne first and repeatedly and drive your iron production into the ground. This way you're choking out their defenses and waging a war of attrition on gold reserves at the same time. Speaking of gold, legacy gold is going to be a HUGE factor of balance. Ithaqua is going to go broke first, followed closely by Khandava (i wonder why) and probably Kinsarmar. It's going to end up with the New York Yankees vs the Oakland A's. Steinbrenner is just going to throw money at Oakland until they go away (P.S. Yankees = Antioch.)
NPC Armies:
The system is almost too wild west. If I want to defend my towne, I have to get involved. As Ahkan, I like this. As newbie1433 I think this blows. A lot of people will keep it classy and just steam roll newbie1433 once or twice. A few gems of our population are going to go out of their way to make newbie1433's life a living hell. Not to mention, you're forcing newbie1433 into fighting people across the food chain. Algae vs apex predator, go! You really don't have the option to bow out because you're fighting for your home. With game mechanics as they are, what would people do if Kinsarmar controlled Antioch? Quit class? Stop logging on?
As it was implemented in the event, no, not really. It was a solid system for an event, and a great way to funnel gold out of the system, and I'd actually like to see it come back(with interface improvements and maybe cost adjustments) in later events. It can be more like the Kinsarmar Reserve than a standing army. Horde is invading, call up the reserves, etc.
I just don't see it being complex enough to be engaging as a main combat feature, sadly. The main strategy I see emerging there is "take forts when nobody is around".
I wouldn't mind moving around armies and such as a war system, but not like that. I'd want them to move slower, much slower. I'd want tactics and strategy to play a much bigger role than timezones and time spent. I'd want army movements and such slow enough that it would be possible for me to, say, feint an attack towards a towne fort and then nail you elsewhere when you overextended to defend, because you couldn't get armies in place fast enough. And I'd want you to see this attack coming in advance, and I'd want you to know that there's absolutely nothing you can do about it because we caught you too badly out of position to reinforce it.
Not "army send 13 here;army send 15 here;army send 30 here;assemble ram".
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."