|
Post by almordre on Mar 6, 2012 10:50:47 GMT -6
How hard would it be to randomize the spawn timing of hordes? Say, across a range of 12-36 hours or so, instead of every 20 on the dot? It'd still average out that everyone around the globe would eventually get convenient timing, but it'd be less predictable overall...
|
|
|
Post by almordre on Mar 7, 2012 9:14:10 GMT -6
...likely keep the same 20-hour period between appearance and attack, just randomizing the period between attack and appearance of the next horde...
also... would it make any sense to base next horde's appearance off of the completion of the current horde, instead of the static timeframe/hour of 'attack'? Would that be a big pain to code?
|
|
|
Post by almordre on Mar 26, 2012 9:02:41 GMT -6
can't remember if this angle has come up before, but "what if"...
... hordes existed as basically an invisible clan, and if they survive the wait period and actually attack a city, they are given control of the city with a generated Ji score of say 10% over the previous controller's score. That way, in addition to the other damages done to the city, a clan must work to reclaim it, before they can start rebuilding.
(Not sure what the coding challenges might be, but tossing it out just in case it's a workable concept...)
|
|
|
Post by almordre on Mar 26, 2012 9:07:46 GMT -6
AND
if a city is taken and held by a horde, it could function as a "base" for the Shadow, and that city could launch a horde against an adjoining city IN ADDITION TO the next randomly-spawned horde. The more of a foothold the Shadow gets, the stronger it becomes. More of that whole 'endgame' progression concept...
|
|
|
Post by Tim on Mar 26, 2012 14:25:37 GMT -6
Ooh. I like it! But not for V9. Might incorporate these ideas into V10 though.
|
|
|
Post by Rekinu on Mar 27, 2012 11:48:00 GMT -6
those sound like epic ideas!!
|
|
|
Post by Rekinu on Apr 13, 2012 8:49:57 GMT -6
Question... Is there a way to take off the number of turns that the Hoard eats up? Three a hit is just too many... The reason why I see this as a problem, is that unless you get massive amounts of Ji from winning against a hoard, you are kind of crippled if you hit too many in a row. For example, say KR and I are at the same JI level, and neither of us have wasted any turns... and I decide to help take out the hoard... By the time I am done, he will have triple the turns left, and my JI will not reflect the fact that I have done anything important...
or is that planned like that? That if you protect a town, you are punished... just curious! Thanks for the feed back!
|
|
|
Post by Edvar al'Given on Apr 13, 2012 19:31:16 GMT -6
Planned that way. Hordes are meant to eat turns. If you win, you get slightly more ji than if you beat 3 NPCs. However, dueling is still the best way to earn ji.
|
|
|
Post by Tim on Apr 14, 2012 21:49:34 GMT -6
Like Ed said, it's that way by design. I tried to balance the pros and cons for each method of using turns.
With regards to Exp and Ji gain from turns: Duels > Horde > Exploring
With regards to earning gold from turns: Exploring > Horde > Duels (Find more items exploring than battling hordes; selling found items generally earn you more than won from duels)
With regards to using up turns quickly: Hordes > Exploring > Duels (Hordes use 3 turns; duels have a wait time per player)
With regards to the easiest way to spend turn: Exploring > Duels > Hordes (Explore in any wilderness; Must find good duel opponents; Hordes limitedly available)
|
|
|
Post by Rekinu on Apr 15, 2012 0:01:25 GMT -6
ahh... i see. it seems to make sense... thanks for humoring me.
|
|