Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Kingdom attack overhaul
08-15-2017, 03:17 PM, (This post was last modified: 08-15-2017, 03:24 PM by Grethor. Edit Reason: clarification/additional information )
#1
Kingdom attack overhaul
The kingdom attack systems are still a bit broken. A person with a vendetta or being malicious can completely destroy another player in a very short time, and a group of people working together can reset a kingdom in less than 4 hours.

Here are my recommendations on a few fixes:

Diminishing returns needs to be implemented for attacking significantly smaller opponents and increased for heavily hit kingdoms. They also need to be amplified for War Points. By this, if a person is significantly larger than their target, and the target is red, there should be an absolute minimum reward in war points and land. Additionally, the losses from such an attack need to be significant for the aggressor and minimal for the target. I.E. A person targets another as a "joke" or out of malicious intent. By the third and fourth attack the returns are mere tens of thousands of acres and war points, or less, and the losses from such an attack are amplified by 300% or more. By the fifth attack or more there are no gains what-so-ever and massive losses.

Concurrent attacks without response (includes guild members) need to be nerfed. One or two attacks is one thing, eight unanswered attacks is another. If a person is not online to respond their entire progress in kingdoms can be completely reset by one, or a few, malicious players. After the fourth concurrent and unanswered attack gains need to be set to zero. Other guild members should also have their gains reduced. Any attack on another player (not necessarily the aggressor) can be considered a response and resets the counter. Additionally a 24-48 hour time limit should be set as well to prevent people from negating Guild war.

A person with a max sized kingdom should not be able to take acres from another player. War points are still awarded, and loses accrued by both, but there is no land gain/loss. (this will allow guilds to work together to weaken and attack an opponent without the overpowered max sized kingdom taking an immense amount of land)

Kingmanship needs to affect the attack/defense stats of soldiers in the kingdom on a percentile basis. An increase of 100% the base state for every 10 million kingmanship isn't too outragous, and rewards players who actively click their kingmanship up.

Finally a person who continuously attacks, maliciously or not, another player in spite of the diminishing or negated returns, should lose their kingdom charter for the remainder of the kingdom round. This should be controlled by a moderator or GM, with evidence presented that the person is doing this despite there being no advantage or bonus gained by the player or guild. Repeat offenders should be banned from guilds.

By implementing some or all of these suggestions I hope that it will bring some more sanity to kingdoms, and prevent malicious targeting of other players. It will also prevent someone who spends 8-10 active hours playing IA from absolutely destroying a person who is unable to dedicate that amount of time to it. It in no way penalizes the players who spend that amount of time playing, only those who take advantage of that time to utterly decimate another players kingdom.
If you think you are too small to matter, you've never been in a dark room with a mosquito.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)