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I want to burn down enemy Minor Factions and Resource Extractors

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11 years ago
May 6, 2014, 3:38:44 PM
I think that these would be great additions to the game and makes sense to me. You should have to guard those precious resources and it would add more of a strategic element to gameplay. I also think that the AI and minor factions should be able to do that also, they could be able to siege the resource or village just like a city and after so many turns they are destroyed and you can loot a random amount of the resource or capture some minor faction units smiley: twisted As for the minor factions, what if upon assimilation they, instead of their garrison disappearing, become non hostile to the player who assimilated them and continue to be hostile to everyone else? This may aid in the defense of the region and resources. Not sure how complicated it would be to implement, but I think it would be a good addition to have some kind of random element like the help of the AI assimilated faction roaming your region smiley: biggrin Great ideas here!
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10 years ago
Nov 14, 2014, 9:15:04 AM
Yeah, this MUSt be implemented! The game become more active and ineresting smiley: twisted... Armies will got another few aims
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11 years ago
Sep 29, 2014, 2:09:29 PM
Sieging is great. I'm concern that it is not necessary to do it at all. They had same problem with Endless Space. They did learn only little from it.
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11 years ago
Sep 29, 2014, 10:17:02 AM
Oh god no - Keep it all centered on the city itself. Sieging a city already drastically reduces its ability to produce - No need to have to retain a bunch of patrolling armies just to keep enemy pillagers away.
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11 years ago
Sep 27, 2014, 3:25:38 AM
A flat amount of resources per turn? There should be an option for an army that is bigger than mere raiding parties but too small to actually take a city. In my opinion, you should have the option to either do a quick plundering of a resource extractor, or the ability to occupy and man it, taking its resources per turn (maybe at a reduced rate to stop it from being overpowered).
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11 years ago
Sep 26, 2014, 11:52:00 PM
K__ wrote:
I'd like to have the option to burn down enemy Extractors and Minor Factions. Tactically, this forces players to send out armies to root out raiders and to take a more proactive approach to defense, and it give my armies something to do when I'm at war and otherwise don't have a large enough force for a full invasion.



It also adds to the tactical layer because the raider gets to choose his battlefield in the event that the defender sends out any army to stop the raiding.



If I could burn things or co-op them for profit, even better. Burning down a Emerald Extractor or sitting an army on top of one to siphon production for some free emeralds would be awesome.




This is a really good idea. It made battles in Civ very interesting and added a whole layer of strategy to things.
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11 years ago
Sep 26, 2014, 9:22:30 PM
Funny thing is, when I first started playing the game, I thought that extractors CAN be plundered and razed by enemies.



I'm still surprised that they did not make it an early feature.



Plundering extractors would give the plundering faction a small amount of the resources being extracted, or a small amount of Dust. The faction who owns the extractor will not lose any Dust or resources. They just have to rebuild the extractor again (risking the possibility of more plunder profits for their opponents).



I think plundering should only be performed by major factions at war with each other, cuz it would be quite annoying to lose your extractors to random roaming armies from other regions constantly.
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11 years ago
Sep 25, 2014, 6:03:26 PM
I was just about to make this suggestion and found yours. It seems like the game should allow you to raze region improvements external to the city. It's a good way to screw with your enemy if they have a highly fortified city.
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11 years ago
May 7, 2014, 8:04:02 AM
All this are great ideas, and meets some of mine. I feel that the Minor Factions aren't 100% satisfying right now, and I would love to work to add these features.

Unfortunately, I'm working on another important part of the AI right now, and I don't have time to do the extensive work to implement all that.



Moreover, I just talked to Maxence (one of our GD) about minor factions, and even if he agrees that minor factions need work, this is really low priority compared to other features. These probably won't be added for the beta, or even for the release. Probably in a post-release patch.



I guess this is a bit of a disappointment, but if I have some free time, I'll try to sneakiliy improve a bit the existing behavior smiley: smile
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11 years ago
May 6, 2014, 9:13:15 PM
Mmmm, I just realized that if we were allowed to burn enemy Minor Faction Villages, we could even have a "arm Minor Factions" function to give them some version of better arms and armor (even if it's only better version of Iron).



Another idea: you could set Minor Factions to roving so that they harassed people that aren't you. They'd still spawn armies like a Minor Faction village that was not Pacified, but those armies would wander into enemy lands and cause trouble.
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11 years ago
May 6, 2014, 4:51:44 PM
Tssha wrote:
If this gets implemented, there needs to be some checks and balances on it. For one, we can't just have one unit stacks burning down the improvement in a drive-by razing. That's a recipe for frustrating whack-a-mole stack killing. While it is definitely easier to destroy than to create, it still requires a decent amount of manpower and time.



There should be a minimum size for an army to raze an extractor. Maybe four units across all tech eras, so it's not so easy to destroy this stuff in the early game, but gets easier as the game progresses. Or maybe based on attack power...though the downside on that is that it'd be a hard system for the player to understand.



I'd personally lean towards the former over the latter, though the latter certainly has its strengths.




Another potential limit would be to simply make the action take time (ie, two turns), so the player can react to it.
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11 years ago
May 6, 2014, 4:46:00 PM
If this gets implemented, there needs to be some checks and balances on it. For one, we can't just have one unit stacks burning down the improvement in a drive-by razing. That's a recipe for frustrating whack-a-mole stack killing. While it is definitely easier to destroy than to create, it still requires a decent amount of manpower and time.



There should be a minimum size for an army to raze an extractor. Maybe four units across all tech eras, so it's not so easy to destroy this stuff in the early game, but gets easier as the game progresses. Or maybe based on attack power...though the downside on that is that it'd be a hard system for the player to understand.



I'd personally lean towards the former over the latter, though the latter certainly has its strengths.
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11 years ago
May 6, 2014, 4:25:27 PM
lynxlynx wrote:


And burning city upon conquere.





That's what "salt the earth" does.
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11 years ago
May 6, 2014, 3:53:58 PM
Yup pilage extractors/watchtowers would be nice.

And burning city upon conquere.

That for starters.
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11 years ago
Apr 29, 2014, 9:08:52 PM
I'd like to have the option to burn down enemy Extractors and Minor Factions. Tactically, this forces players to send out armies to root out raiders and to take a more proactive approach to defense, and it give my armies something to do when I'm at war and otherwise don't have a large enough force for a full invasion.



It also adds to the tactical layer because the raider gets to choose his battlefield in the event that the defender sends out any army to stop the raiding.



If I could burn things or co-op them for profit, even better. Burning down a Emerald Extractor or sitting an army on top of one to siphon production for some free emeralds would be awesome.
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11 years ago
May 6, 2014, 3:04:52 PM
Yeah it could become really annoying chasing stacks ruining your extractors and villages, for that reason it would require a good balancing to be entertaining.
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11 years ago
May 6, 2014, 12:31:46 PM
Seek wrote:
I had the impression Sloul was talking about assimilated villages





Yeah my bad, I just checked and indeed, the garrison disappear when you assimilate a faction. But as for now villages can't be attacked after being assimilated, that isn't really a problem.

I've talked with a Game Designer, and he said for now we won't allow player (or minor fatcions) to raze other players's villages and extractors, but this may come later.
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11 years ago
May 6, 2014, 12:17:52 PM
Stealth_Hawk wrote:
More annoying? Yes please. At the moment it's possible to just leave things like extractors undefended. But in reality they have to be under constant guard. It would add some more choices to the game smiley: biggrin



Just maybe they could raze a little bit slower than empires.




That would make the wild walker affinity to see enemies coming a lot more useful.
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11 years ago
May 6, 2014, 12:17:08 PM
Chéradénine wrote:
Hm, minor factions villages have a garrison right now. If there isn't any, that maybe because the village was destroyed/rebuilt?

Anyway, I like the idea of sieging/razing/taking control of extractor or villages, but remember: I we implement this, we will probably add the razing abilities to the minor factions... Do you really want them to be more annoying that they already are?




More annoying? Yes please. At the moment it's possible to just leave things like extractors undefended. But in reality they have to be under constant guard. It would add some more choices to the game smiley: biggrin



Just maybe they could raze a little bit slower than empires.
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