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Technology
Submitted by Lunar Savage 7/6/2012 9:22:00 AM {time} ago in Community Feedback
Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure. This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat. I'll start with a few ideas I've had. 1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!). 2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains. 3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards. 4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region. There are of course more ideas, but I'll let it stand at that for the time being. Lunar Savage
Thanks Lunar, good thread.
I really would like to see more input from more players on these kinds of ideas.
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
so a convert Lessors into T spell that costs T?
A spell that lasts multiple ticks? Lessee, if it should last 2 ticks it should cost 100F, and if it has to last 4 ticks it can cost 200F?
A flaming cataplt that has 100 offence and 100 defence for 10 rounds will kill off 700 crusaders, 580 amra, 480 rips, etc.. Should probably cost about 480F or 600T to run it, as it is exactly 6 times the value of a Karesh, though I belive the karesh is a higher cost than it should be.. It will kill a magma demon, but will not quite kill a wooden, it will knock off 80% of a wooden, equivalent to about 359.5 crusaders.. Its so much more effective against lessors than forms, though if put with lessors or a form on attack, the size of the flaming catapult would be an interesting factor. A flaming catapult as listed here is about 35% more powerful than a black dragon. Technically you can have one if forms have a fight duration, e.g. forms rest for a few ticks after so many ticks, and during those resting ticks it gives regular lessors a chance to beat them... since I really think the flaming catapult is probably a 300F option, that would mean a karesh should probably only cost 50F and not 80F, and that it is currently a bit high in cost..
A moat is already available with an IBB/NTBB game, though it doesn't force you to have a drawbridge..
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
I never said they were perfect. All ideas at this point are rough ideas. They need tweaking. Don't take them at face value.
Also, the seas are more interesting than the BBs because the Seas only prevent normal movement and can still be crossed if spells or forms are used. And they don't instantly destroy anything that enters.
Also, could you please not be so damned narrow minded you old codger?
Lunar Savage
-------Original Message-------
BlueSky wrote:
so a convert Lessors into T spell that costs T?
A spell that lasts multiple ticks? Lessee, if it should last 2 ticks it should cost 100F, and if it has to last 4 ticks it can cost 200F?
A flaming cataplt that has 100 offence and 100 defence for 10 rounds will kill off 700 crusaders, 580 amra, 480 rips, etc.. Should probably cost about 480F or 600T to run it, as it is exactly 6 times the value of a Karesh, though I belive the karesh is a higher cost than it should be.. It will kill a magma demon, but will not quite kill a wooden, it will knock off 80% of a wooden, equivalent to about 359.5 crusaders.. Its so much more effective against lessors than forms, though if put with lessors or a form on attack, the size of the flaming catapult would be an interesting factor. A flaming catapult as listed here is about 35% more powerful than a black dragon. Technically you can have one if forms have a fight duration, e.g. forms rest for a few ticks after so many ticks, and during those resting ticks it gives regular lessors a chance to beat them... since I really think the flaming catapult is probably a 300F option, that would mean a karesh should probably only cost 50F and not 80F, and that it is currently a bit high in cost..
A moat is already available with an IBB/NTBB game, though it doesn't force you to have a drawbridge..
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
Cant help it... I'm old and conservative....
Is a codger conservative?
-------Original Message-------
Lunar Savage wrote: I never said they were perfect. All ideas at this point are rough ideas. They need tweaking. Don't take them at face value.
Also, the seas are more interesting than the BBs because the Seas only prevent normal movement and can still be crossed if spells or forms are used. And they don't instantly destroy anything that enters.
Also, could you please not be so damned narrow minded you old codger?
Lunar Savage
-------Original Message-------
BlueSky wrote:
so a convert Lessors into T spell that costs T?
A spell that lasts multiple ticks? Lessee, if it should last 2 ticks it should cost 100F, and if it has to last 4 ticks it can cost 200F?
A flaming cataplt that has 100 offence and 100 defence for 10 rounds will kill off 700 crusaders, 580 amra, 480 rips, etc.. Should probably cost about 480F or 600T to run it, as it is exactly 6 times the value of a Karesh, though I belive the karesh is a higher cost than it should be.. It will kill a magma demon, but will not quite kill a wooden, it will knock off 80% of a wooden, equivalent to about 359.5 crusaders.. Its so much more effective against lessors than forms, though if put with lessors or a form on attack, the size of the flaming catapult would be an interesting factor. A flaming catapult as listed here is about 35% more powerful than a black dragon. Technically you can have one if forms have a fight duration, e.g. forms rest for a few ticks after so many ticks, and during those resting ticks it gives regular lessors a chance to beat them... since I really think the flaming catapult is probably a 300F option, that would mean a karesh should probably only cost 50F and not 80F, and that it is currently a bit high in cost..
A moat is already available with an IBB/NTBB game, though it doesn't force you to have a drawbridge..
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
I like your ideas and id like to think we could have even more diversity than that. What if we created our own forms on a form creation page. If we had form abilities to choose from with the other values like flying, hiding lessers, invisibility, lesser upgrading, ice catapult,firebreathing, we could have set values for the abilities that would be seen in form cost. I could probably make some kind of scale for what eph,health,attack, etc. should be considered with our current system and its formcosts. But id have to get back to you and it wouldnt be guaranteed perfect :).
G360
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
Player individually customizable forms.
Sounds interesting.
-------Original Message-------
Godzilla360 wrote: I like your ideas and id like to think we could have even more diversity than that. What if we created our own forms on a form creation page. If we had form abilities to choose from with the other values like flying, hiding lessers, invisibility, lesser upgrading, ice catapult,firebreathing, we could have set values for the abilities that would be seen in form cost. I could probably make some kind of scale for what eph,health,attack, etc. should be considered with our current system and its formcosts. But id have to get back to you and it wouldnt be guaranteed perfect :).
G360
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
would be sweet. :)
-------Original Message-------
Godzilla360 wrote: I like your ideas and id like to think we could have even more diversity than that. What if we created our own forms on a form creation page. If we had form abilities to choose from with the other values like flying, hiding lessers, invisibility, lesser upgrading, ice catapult,firebreathing, we could have set values for the abilities that would be seen in form cost. I could probably make some kind of scale for what eph,health,attack, etc. should be considered with our current system and its formcosts. But id have to get back to you and it wouldnt be guaranteed perfect :).
G360
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
I do plan on coming up with more diversity. Just give it time. My first post is just a starting point. There are many other better ideas to be had.
Lunar Savage
-------Original Message-------
wyrm419 wrote: would be sweet. :)
-------Original Message-------
Godzilla360 wrote: I like your ideas and id like to think we could have even more diversity than that. What if we created our own forms on a form creation page. If we had form abilities to choose from with the other values like flying, hiding lessers, invisibility, lesser upgrading, ice catapult,firebreathing, we could have set values for the abilities that would be seen in form cost. I could probably make some kind of scale for what eph,health,attack, etc. should be considered with our current system and its formcosts. But id have to get back to you and it wouldnt be guaranteed perfect :).
G360
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
I was on a long drive today, with too much time for wandering thoughts and random ideas ... let's expand on the flaming trebuchet idea. (n.b. these ideas are not "all or nothing", feel free to cherry pick)
I was thinking a third (sort of) entity - Siege Engines. And since EN entities come in sixes ... 1) Battering Ram 2) Spear Ballista 3) Onager 4) Trebuchet 5) Flaming Trebuchet 6) Siege Tower
Summoning: - Siege Engines can only be summoned at a Fortress (as opposed to a new structure - however, a new structure is a possibility: a player needs to be limited to a single Siege Engine type) - Siege Engines cost T, not F.
Movement: - Siege Engines cannot move independently. You must have lessors available to move them (which means the lessors move to the same place the Siege Engine moves). Different Siege Engines are different sizes and complexity, so require a different number of lessors.
Battles: - (some) Siege Engines can attack a region before moving there, for a limited number of attacks. (so instead of two kinds of battles, there would be three: before movement battle; border battle; region battle). - Siege Engines cannot attack in border battles because they are in transit. - Siege Engines require a minimum number of lessors with them in order to attack. The attack value of the Siege Engine is much more than the combined attack value of the lessors, but the lessors can still be targeted. If, in a battle, the number of lessors drops below the minimum required, the Siege Engine can no longer attack. - A Siege Engine attack is a hit or a miss. But one attack will hit many targets or none. (BlueSky will tell why this is not statistically necessary) - Siege Engines do multiple damage to Forms. Different Siege engines are more effective against different forms. (i.e. Flaming Trebuchet vs Woodens, Siege Tower vs Colossa, Spear Ballista vs Black Dragon, etc.) Siege Engines are an army of lessors equalizer against Forms. - Siege Engines damage enemy structures. Therefore, structures will have a "size" and "health". This means, Siege Engines could be used to destroy enemy structures instead of a Star Piercer. It also means you cannot "win" an enemies structure using a Siege Engine. It also means, battling at a region with an enemies structure reduces the effectiveness of the Siege Engine - it may target the structure instead of the lessors or forms.
Health Siege Engines are similar to forms. - a fixed size and attack ability, regardless of Health - when the last health unit expires, so does the Siege Engine - a Siege Engine uses fuel. When the fuel expires, the Siege Engine Health starts to automatically expire. - A Siege Engine can be "serviced" at a Fortress (or whatever kind of structure it is summoned from)
This would make a different game, but it could address some of the concerns raised: - Make T more effective. Now we can pit a T budget against an F budget. - Give Lessors a better chance when battling Forms.
Just some Old Ugly thoughts. 8)
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
Another thought on the requirement for lessors: Battles: - A Siege Engine has a size, therefore gets attacked and can be damaged. - If there are no remaining forms or lessors, and the Siege Engine is not destroyed, the battle is over and the Siege Engine becomes the property of the winner.
-------Original Message-------
old_ugly wrote: I was on a long drive today, with too much time for wandering thoughts and random ideas ... let's expand on the flaming trebuchet idea. (n.b. these ideas are not "all or nothing", feel free to cherry pick)
I was thinking a third (sort of) entity - Siege Engines. And since EN entities come in sixes ... 1) Battering Ram 2) Spear Ballista 3) Onager 4) Trebuchet 5) Flaming Trebuchet 6) Siege Tower
Summoning: - Siege Engines can only be summoned at a Fortress (as opposed to a new structure - however, a new structure is a possibility: a player needs to be limited to a single Siege Engine type) - Siege Engines cost T, not F.
Movement: - Siege Engines cannot move independently. You must have lessors available to move them (which means the lessors move to the same place the Siege Engine moves). Different Siege Engines are different sizes and complexity, so require a different number of lessors.
Battles: - (some) Siege Engines can attack a region before moving there, for a limited number of attacks. (so instead of two kinds of battles, there would be three: before movement battle; border battle; region battle). - Siege Engines cannot attack in border battles because they are in transit. - Siege Engines require a minimum number of lessors with them in order to attack. The attack value of the Siege Engine is much more than the combined attack value of the lessors, but the lessors can still be targeted. If, in a battle, the number of lessors drops below the minimum required, the Siege Engine can no longer attack. - A Siege Engine attack is a hit or a miss. But one attack will hit many targets or none. (BlueSky will tell why this is not statistically necessary) - Siege Engines do multiple damage to Forms. Different Siege engines are more effective against different forms. (i.e. Flaming Trebuchet vs Woodens, Siege Tower vs Colossa, Spear Ballista vs Black Dragon, etc.) Siege Engines are an army of lessors equalizer against Forms. - Siege Engines damage enemy structures. Therefore, structures will have a "size" and "health". This means, Siege Engines could be used to destroy enemy structures instead of a Star Piercer. It also means you cannot "win" an enemies structure using a Siege Engine. It also means, battling at a region with an enemies structure reduces the effectiveness of the Siege Engine - it may target the structure instead of the lessors or forms.
Health Siege Engines are similar to forms. - a fixed size and attack ability, regardless of Health - when the last health unit expires, so does the Siege Engine - a Siege Engine uses fuel. When the fuel expires, the Siege Engine Health starts to automatically expire. - A Siege Engine can be "serviced" at a Fortress (or whatever kind of structure it is summoned from)
This would make a different game, but it could address some of the concerns raised: - Make T more effective. Now we can pit a T budget against an F budget. - Give Lessors a better chance when battling Forms.
Just some Old Ugly thoughts. 8)
-------Original Message-------
Lunar Savage wrote: Okay, just thought I'd start a thread on this, as it has been said several times that there is interest in expanding the use of Treasure.
This thread can be used to give ideas on things we can create to spend the T on to grant all kinds of tactical advantages. From movement to combat.
I'll start with a few ideas I've had.
1. Teleport Forts - Absorbs lessors back into T, then allows you to summon them at another Teleport Fort (or maybe a normal fort, as doing it this way may create need for a "sub-resource" that the lessors convert into and can only be spent at Teleport Forts). Basic concept: allows lessors to move across large distances within an empire, allows for new tactics in troop movement and offers both offensive and defensive advantages on both sides of the war (like an enemy capturing your teleport fort then summoning tons of lessors into the middle of your empire!).
2. Saddles - Equip a form with a saddle that allows them to carry up to 150-300 lessors (depending on amount spent on saddle) across impassable regions. Does not need to be re-equipped to a particular form once purchased, but if the form dies, the saddle is gone too. Basic concept: longer lasting form of a grunch guard, but requires lessors and forms to move together. Imagine conjuring three amber dragons then equipping each one with a saddle. You can unleash a horde of lessors alongside your dragons without casting F to move them all across the mountains.
3. Flaming Catapult - Lasts 1 tick. Fights with forces for 10 rounds. Has 100 offense and 100 defense. Basic Concept: Treasure version of Karash Backwards.
4. Moat - Usable on regions with a fort. Makes it so that lessors can only pass into the region via a neighboring region chosen by the user. For example, I have a fort in region A. It is neighbored by regions B, C, and D. I choose region D upon spending my T for the moat. Now, lessors can only move in and out of the region via region D. In game terms, how this could work, is that regions B and C could be instantly turned into water. Making them impassable by normal means. And forcing a bottleneck into the region.
There are of course more ideas, but I'll let it stand at that for the time being.
Lunar Savage
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