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Tiles going neutral
*goat starer*
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Tez said:
A full reset every DW year sounds good to me. Keeps the camps in play without completely wiping people out.


I can't imagine why  :stare:

If you sow the wind...
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Posted Jul 16, 2020, 11:40 am
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*goat starer* said:
further away more likely

deploying CR reduces or removes possibility

possibly influenced by local piracy level




i think random is the best thing for this stuff. It is supposed to be outside your control. But there should always be ways to manage / mitigate the risk.



Well said...I agree 100%
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Posted Jul 16, 2020, 11:51 pm
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*goat starer* said:

deploying CR reduces or removes possibility


How would this part work, though? Since the process would happen once per game year, I suppose it would have to be based on the average amount of CR deployed by the tile's owner across the period that they owned the tile.

Certainly this would make holding onto a large empire much more difficult.
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Posted Jul 17, 2020, 9:30 am
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*sam* said:
*goat starer* said:

deploying CR reduces or removes possibility


How would this part work, though? Since the process would happen once per game year, I suppose it would have to be based on the average amount of CR deployed by the tile's owner across the period that they owned the tile.

Certainly this would make holding onto a large empire much more difficult.
Deploying small amounts to every single tile you own on the current map does sound fairly tedious. It'd also be pretty annoying to remember where you deployed what unless there is solid UI to indicate how much a tile has deployed and how "safe" it'd be.

Not against it, but surely there must be some more elegant way to get a similar result? I suppose you could let people deploy semi-permanent "Garrisons" so it doesn't have to be repeated each week? Could work together with tile improvements later, a garrison base could secure the tiles around it if it has enough CR? Otherwise, possibly just putting CR into a more generalized "Piracy Suppression" might work.

Idea itself is pretty solid.
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Posted Jul 17, 2020, 9:40 am Last edited Jul 17, 2020, 9:41 am by FireFly
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Just throwing an extra idea from the outside.

Camp economy/resources is balanced according to "something".
For example take double a non-pvp camp and the resources they have.
There should be some values in someone's heads around how many resources a pvp camp "should" stay around.

Make something like a "luxury tax" where camps about that expected size or smaller are not hit very hard by the years end, and camps growing "too big" are geometrically hit by the end of year.

Or you could apply the tax as an extra CR reduction in all combats for the next year.

(Yes, that would bring "camp wars league". Hey! you may even have a winner and a prize :P... And then a "soft reset" to 20 tiles everyone to even things for the next year :P) ;)
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Posted Jul 17, 2020, 10:24 am
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This all sounds really tedious.
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Posted Jul 17, 2020, 6:06 pm
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Joel Autobaun said:
This all sounds really tedious.


Yes.
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Posted Jul 17, 2020, 7:04 pm
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When people start deploying ‘tedious’ arguments over game balance I start looking at conflict of interest.

The mechanism for deploying cr is tedious.. mainly because of the lack of an ‘undo’ button. But deploying cr to different tiles is no more or less tedious than it is now. So it’s just a smokescreen for ‘it harms my interests’.
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Posted Jul 17, 2020, 8:56 pm Last edited Jul 17, 2020, 8:58 pm by *goat starer*
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Idea

Once at the end of every game year pirates attack every hex, battles are fought same was as old camp defense works, if you lose a battle you lose the hex, if some escape you receive a strategy point negative modifier
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Posted Jul 18, 2020, 5:37 am
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problem with that is some can truce the pirates in their region, just truce every hex, maybe their enemy attacks each hex and cant be truced, suggested something similiar when this all started, but apprently they want all the goodies with minimal work, the risk reward isnt worth it imo, glad im out.

one option might be to have a ability to choose how much you tithe from your tiles, no or very low tithe is less chance to go neutral, the more you tithe greater chances are? could include strategy pointss in this as well, more cr you deploy with stategy points more tile might go neutral?

not very many battles, some camps havent done any those camps should be hit hardest imo with their tiles going neutral.

one posssible way to get more camp war battles is to give a special construction unit to each camp that wins a battle, collect enouph of these and you can assemble a rare car or engine or weapon, say you want a hv laser you need 20 or whatever construction units to assemble it, might get people to fight instead of sitting around getting free stuff without ever fighting for it?
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Posted Jul 18, 2020, 5:50 am Last edited Jul 18, 2020, 7:15 am by darthspanky
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darthspanky said:


one option might be to have a ability to choose how much you tithe from your tiles, no or very low tithe is less chance to go neutral, the more you tithe greater chances are?


this is nice role play. low taxes happy peasants

darthspanky said:
not very many battles, some camps havent done any those camps should be hit hardest imo with their tiles going neutral.


again... role play this as the local pirates thinking you are not really willing / able to fight.
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Posted Jul 18, 2020, 10:14 pm
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I dont like the idear of having to do like 20 npc combats just to keep my hex's.
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Posted Jul 19, 2020, 5:15 pm
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Madbooth said:
I dont like the idear of having to do like 20 npc combats just to keep my hex's.


Wouldn't this be a cool way to make new players valuable? Limit the number of hex battles that each player can have to 2 or 3, so a camp with 20 tiles would need to assign 7-10 players to fight them all.

Would encourage camps to have new players get involved without requiring too much of the new players, assuming the squads can be set somewhat like the Camp Wars squads where there's some deployment flexibility.
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Posted Jul 20, 2020, 12:43 am
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The logical route would be to do this based on travel distance from camp, if that can be best expressed through the current travel reductions for Camp War squads that seems sensible enough.

Not sure how you are going to be able to allow partial mitigation, perhaps a camp can build a quite limited number of tile enhancements/improvements (outposts or similar) that will have a mitigating effect within a certain radius?
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Posted Jul 20, 2020, 10:09 am
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Why have it go netural anyways?

Also new players can get involved already and get rewards from it. but i dont play with many people. and making it so i have to fight 20 npc battles ect is a little too much. and i dedicate time to this game.

New players need to learn how to play the game once they have they can jump into camp wars fact a player can pop out of no where is bad enough.

We should just see how it goes for now my personal feelings. Longos looking strong as well as others.
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Posted Jul 21, 2020, 4:10 pm
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