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New Takeover system - Tower Fatmilak/Madina

Started by Allomere, January 30, 2012, 01:05:04 PM

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Anaris

Quote from: Velax on January 31, 2012, 10:07:00 PM
Well, the hope was that if I, and the many others who subscribe to this belief, were wrong, you might explain why. Too much to ask for?

Because the game isn't intended to have game-able loopholes like that.

If you think you've found something of that nature—for instance, that training at the academy in three blocks of four hours is always better than two blocks of six hours, or that paying your troops every three days means you pay them less than if you pay them every seven—well, first of all, it's almost certainly wrong, so make sure you get at least a dozen data points to back up your claims. But if you can prove it with real data, it's almost certainly a bug, and should be reported as such.
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan

Tom

Quote from: Anaris on January 31, 2012, 10:16:29 PM
Because the game isn't intended to have game-able loopholes like that.

What he says.

For years, I have been trying to eliminate any "gamey" aspect where you'd do something that makes no sense otherwise just because due to some game-mechanics it is better to do it this way than the other one.

^ban^

Quote from: Anaris on January 31, 2012, 10:16:29 PM
Because the game isn't intended to have game-able loopholes like that.

If you think you've found something of that nature—for instance, that training at the academy in three blocks of four hours is always better than two blocks of six hours, or that paying your troops every three days means you pay them less than if you pay them every seven—well, first of all, it's almost certainly wrong, so make sure you get at least a dozen data points to back up your claims. But if you can prove it with real data, it's almost certainly a bug, and should be reported as such.

Quote from: Tom on January 31, 2012, 10:26:41 PM
What he says.

For years, I have been trying to eliminate any "gamey" aspect where you'd do something that makes no sense otherwise just because due to some game-mechanics it is better to do it this way than the other one.


To be fair, these aren't exactly high priority bugs... and I know of at least one that's been around since the last major code revision...
Born in Day they knew the Light; Rulers, prophets, servants, and warriors.
Life in Night that they walk; Gods, heretics, thieves, and murderers.
The Stefanovics live.

Velax

What about for provoking additional militias after the first so you lower the region's population faster? With experience one of my characters is having right now, it only takes 1, at most 2 successful loots after the first militia forms to provoke a second one even using three-hour blocks. So the more chances you have to get those successes, the more likely you are to provoke more militia.

As a side note, pay two healers every day and it costs you 7 gold a week instead of 10.

Indirik

Quote from: Velax on January 31, 2012, 10:34:42 PMWhat about for provoking additional militias after the first so you lower the region's population faster? With experience one of my characters is having right now, it only takes 1, at most 2 successful loots after the first militia forms to provoke a second one even using three-hour blocks. So the more chances you have to get those successes, the more likely you are to provoke more militia.
This. When looting a region to do significant damage, the intention is almost always to make militia pop, then kill them to depopulate the region. Killing 600 peasants is *way* more damaging that doing than lowering production by 2%, or stealing the last 2 gold from the tax coffers. And once you get that first militia to pop, the rest come pretty easily. So, yeah, a 3 hour looting may not do much Production/gold/etc. damage to the region, but a 3 hour looting pops as big of a militia unit as a 12 hour looting. And if all you care about is slaughtering the peasants, then the more *chances* you get to pop that militia, the better off you are.
If at first you don't succeed, don't take up skydiving.

De-Legro

Quote from: Indirik on February 01, 2012, 02:33:36 AM
This. When looting a region to do significant damage, the intention is almost always to make militia pop, then kill them to depopulate the region. Killing 600 peasants is *way* more damaging that doing than lowering production by 2%, or stealing the last 2 gold from the tax coffers. And once you get that first militia to pop, the rest come pretty easily. So, yeah, a 3 hour looting may not do much Production/gold/etc. damage to the region, but a 3 hour looting pops as big of a militia unit as a 12 hour looting. And if all you care about is slaughtering the peasants, then the more *chances* you get to pop that militia, the better off you are.

Yes, this is very true. I imagine we will need to discuss if it is intended or if it needs to change in some way. There are still places like this were you can "game" the system with hours. When they are brought up they can be addressed.
Previously of the De-Legro Family
Now of representation unknown.

Velax

Is it really gaming the system, though? I just think of it as attempting to loot several different places. If there are too many peasants guarding one particular spot, we try another.

Marlboro

If you fail a loot due to militia, doesn't it just take three hours anyways no matter how many hours you were trying to devote? So if you fail a twelve hour loot, then it just costs three hours, so you just do a nine hour attempt, then a six, then your last three if for some reason none of the others go through...
When Thalmarkans walked through the Sint land, castles went up for sale.

Allomere

Currently, your realm has about 0% of the fear and 101% of the sympathy you need to complete the takeover.
(actions done this turn are not yet included in this estimate)


Um..
Aurvandil - Knight Hausos At Arms Allomere de' Striguile
Vive le Souverain!!!
Ave Auziwandilaz!!!

Dante Silverfire

Quote from: Allomere on February 01, 2012, 07:14:21 AM
Currently, your realm has about 0% of the fear and 101% of the sympathy you need to complete the takeover.
(actions done this turn are not yet included in this estimate)


Um..

What you didn't realize it was impossible to actually defeat Madina? lol...jk
"This is the face of the man who has worked long and hard for the good of the people without caring much for any of them."

Eithad

Quote from: Allomere on February 01, 2012, 07:14:21 AM
Currently, your realm has about 0% of the fear and 101% of the sympathy you need to complete the takeover.
(actions done this turn are not yet included in this estimate)


Um..

Read the the actual page of the takeover, it says very clearly why on there.

Allomere

Aurvandil - Knight Hausos At Arms Allomere de' Striguile
Vive le Souverain!!!
Ave Auziwandilaz!!!

Eithad

The takeover actions page, the page where you choose what actions to take to support the takeover, it explains very clearly what you need to do for the takeover to progress and succeed.

Allomere

That is a quote directly from the takeover page. We know what needs to be done to proceed the takeover, we've been doing it for almost a week. The point is we're already apparently over 100% sympathy in a sympathy takeover and it has not concluded.
Aurvandil - Knight Hausos At Arms Allomere de' Striguile
Vive le Souverain!!!
Ave Auziwandilaz!!!

Draco Tanos