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Tile Decay
ShawnFireDragon
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:thinking: I believe this was mentioned when camp war rules where being discussed.
I am wondering if there has been any ruleset to if there is Tile CR Decay?
Will Tile CR diminish over time if more is not added? In other words if an owned tile is left alone, will it stay on the hands of the owner or will it over time go back to neutral ground over time?
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Posted May 18, 2020, 1:33 pm
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I'm a fan of this idea
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Posted May 18, 2020, 4:21 pm
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Something along these lines would be good, yes.

I think we need a meeting soon, to discuss various balancing issues and minor issues related to camp wars.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 18, 2020, 4:31 pm Last edited May 18, 2020, 4:32 pm by *sam*
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I can coordinate that Sam. Just let me know when youd like to do it and I'll blow up FB and discord
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Posted May 18, 2020, 4:42 pm
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I posted someplace before, I would be more interested in seeing something happen at the end of the game year, like automatically lose 10% of the camp's border hexes. This would do 2 things; it would open up neutral hexes that new camp owners could build on and not interfere with present camp expansions and wars, and also offer the opportunity to claim, or reclaim neutral tiles the next year that were previously claimed.
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Posted May 18, 2020, 5:32 pm
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*Longo* said:
I posted someplace before, I would be more interested in seeing something happen at the end of the game year, like automatically lose 10% of the camp's border hexes. This would do 2 things; it would open up neutral hexes that new camp owners could build on and not interfere with present camp expansions and wars, and also offer the opportunity to claim, or reclaim neutral tiles the next year that were previously claimed.   


Doing it at the borders make sense, whether it's at end of year or not.  So, as you say,  a new camp could locate there (without being too close to an existing camp)
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Posted May 18, 2020, 6:51 pm
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one interesting idea would be to make old type camp defences against npc gangs for each far from camp hex you own? dont do defence or loose it, hex tile goes back to neutral. could be useful for players who may not know the maps the region your camp is in let them help more substantially to get training in that town?
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Posted May 18, 2020, 6:57 pm Last edited May 18, 2020, 7:10 pm by darthspanky
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*sam* said:
*Longo* said:
I posted someplace before, I would be more interested in seeing something happen at the end of the game year, like automatically lose 10% of the camp's border hexes. This would do 2 things; it would open up neutral hexes that new camp owners could build on and not interfere with present camp expansions and wars, and also offer the opportunity to claim, or reclaim neutral tiles the next year that were previously claimed.   


Doing it at the borders make sense, whether it's at end of year or not.  So, as you say,  a new camp could locate there (without being too close to an existing camp)


rather than a constant degradation i would suggest an end of year % chance that a tile goes rogue... modified by 1) proximity to camp 2) amount of time CR has been devoted to it 3) pirate activity
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Posted May 18, 2020, 9:25 pm
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*goat starer* said:
*sam* said:
*Longo* said:
I posted someplace before, I would be more interested in seeing something happen at the end of the game year, like automatically lose 10% of the camp's border hexes. This would do 2 things; it would open up neutral hexes that new camp owners could build on and not interfere with present camp expansions and wars, and also offer the opportunity to claim, or reclaim neutral tiles the next year that were previously claimed.   


Doing it at the borders make sense, whether it's at end of year or not.  So, as you say,  a new camp could locate there (without being too close to an existing camp)


rather than a constant degradation i would suggest an end of year % chance that a tile goes rogue... modified by 1) proximity to camp 2) amount of time CR has been devoted to it 3) pirate activity


+5
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted May 19, 2020, 4:00 am
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*goat starer* said:
*sam* said:
*Longo* said:
I posted someplace before, I would be more interested in seeing something happen at the end of the game year, like automatically lose 10% of the camp's border hexes. This would do 2 things; it would open up neutral hexes that new camp owners could build on and not interfere with present camp expansions and wars, and also offer the opportunity to claim, or reclaim neutral tiles the next year that were previously claimed.   


Doing it at the borders make sense, whether it's at end of year or not.  So, as you say,  a new camp could locate there (without being too close to an existing camp)


rather than a constant degradation i would suggest an end of year % chance that a tile goes rogue... modified by 1) proximity to camp 2) amount of time CR has been devoted to it 3) pirate activity


I agree to an end of game year where your perimeter tiles are lost. At 10%, thats really too small of a loss. You have a 10 tile perimeter, thats only losing 1 tile. I think it needs to be more around 50%.

Take into consideration, all this means is a weeks delay in expanding outward. You would reclaim these first week of new game year. So not too much of a penalty.

Instead, how about this. All perimeter tiles are lost at end of game year, but you have a chance to retain 2 perimeter tiles if you defeat the NPC in a camp defense on those tiles. You have that one week to select which to tiles to battle for and and loss will forfeit that tile.

Another scenario, after game year, you can challenge another camp. One battle with the loser losing all of their perimeter tiles and the winner claims one perimeter tile of defeated opponent. This could be a way for other camps to try and take over another camps area Risk Style. The challenge has to be accepted or a forfeit of tiles if you decline. Then have to decide if it would be neighboring camps on the map or any camp.

So just some ideas to make year end something to look forward to.
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Posted May 19, 2020, 4:06 am
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another idea could be to claim a neutral tile ya have to fight npc for it?
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Posted May 19, 2020, 6:55 am
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darthspanky said:
another idea could be to claim a neutral tile ya have to fight npc for it?


We're trying to reduce the need for 'housekeeping' style NPC combats, for those participating in camp wars.  To reduce the time drain and make camp wars more attractive.
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Posted May 19, 2020, 8:15 am
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There's a whole other layer of possibilities here.

For example you would have a percentage hold over each tile. The hold decreases with time and eventually reverts to neutral. Putting a patrol there (a certain amount of your strategy points will revert control a certain amount - dependent upon CR committed).

Rate of decrease in control dependent upon distance from camp and local pirate activity levels of nearest town (gang fame level). Also means that players could send money to NPC gangs to help with their fame level to cause other camps a bit of a headache. Naturally this needs to be capped to prevent misuse but could give you an interesting dynamic.

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Posted May 19, 2020, 8:47 am
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I think we need to consider the "this game is becoming too much of a job" concept.

With camps now, as an owner/manager/significant contributor, here are the tasks already allocated to successfully "Play" with a camp -

-Maintain camp CR
-Maintain camp MR
-maintain camp bulk
-Bring in required bulk to ensure repairs and factories can produce
-Scout towards camp to get max fame per week
-Saving cash in hopes of camp sponsorship
-Strategically Deploy CR ever 2 weeks for camp wars
-Fight potential multiple battles per 2 week period in camp wars (dont forget the scheduling and logistics here)
-Help friendly camps defend and conquer in camp battles, also provide them with resources if necessary

Outside of camps, you also have the following -

-COE - most popular league right now. You have to move town to town every week AND fight 1-2 battles, in potentially all 3 leagues

-play other leagues that you also enjoy

-Try and buy/sell in markets to end up in the grey at the end of the week

-Get a few scouts in?

-Try and help a new player or two(sometimes even a vet player seeking help), whether it be grab em for a SS scout, explain how game mechanics work, do an event with them etc.

Now, lets throw in another NPC battle or something else we need to check on each week like making sure we dont lose one of our 17 hexes because we didnt move 100 cr into it in the last month.

This is something we need to think about...do we want to add another burden to the game?



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Posted May 19, 2020, 4:05 pm
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*Longo* said:
I think we need to consider the "this game is becoming too much of a job" concept.

With camps now, as an owner/manager/significant contributor, here are the tasks already allocated to successfully "Play" with a camp -

-Maintain camp CR
-Maintain camp MR
-maintain camp bulk
-Bring in required bulk to ensure repairs and factories can produce
-Scout towards camp to get max fame per week
-Saving cash in hopes of camp sponsorship
-Strategically Deploy CR ever 2 weeks for camp wars
-Fight potential multiple battles per 2 week period in camp wars (dont forget the scheduling and logistics here)
-Help friendly camps defend and conquer in camp battles, also provide them with resources if necessary

Outside of camps, you also have the following -

-COE - most popular league right now. You have to move town to town every week AND fight 1-2 battles, in potentially all 3 leagues

-play other leagues that you also enjoy

-Try and buy/sell in markets to end up in the grey at the end of the week

-Get a few scouts in?

-Try and help a new player or two(sometimes even a vet player seeking help), whether it be grab em for a SS scout, explain how game mechanics work, do an event with them etc.

Now, lets throw in another NPC battle or something else we need to check on each week like making sure we dont lose one of our 17 hexes because we didnt move 100 cr into it in the last month.

This is something we need to think about...do we want to add another burden to the game?





these are also very good points.
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Posted May 19, 2020, 4:31 pm
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well my stone plant went from 2000+ stone a day down to 17, so i hate this whole BS with camp wars because it's impossible to extract any resource now except what dcoems every 2 weeks
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Posted May 19, 2020, 4:56 pm
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i see your points, but i play alot, from my prospective it was kinda too easy taking all the new tiles and getting stuff from them without fighting for them, and wonder what fights will be like in camp wars.
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Posted May 19, 2020, 5:09 pm
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