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Reinforcements to Allies and Friends

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SimonLuigi

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Posts: 78

Joined: Wed Feb 02, 2011 12:41 pm

Post Sun Mar 27, 2011 11:39 am

Re: Reinforcements to Allies and Friends

Attention drawn to the word 'limit'. Each person can only send say 10% of what the enemy has, thus you need to be in an alliance with atleast 10 active members with enough troops to help you. It's team building
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Nathan05

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King

Posts: 4618

Joined: Wed Oct 20, 2010 4:41 pm

Post Sun Mar 27, 2011 11:40 am

Re: Reinforcements to Allies and Friends

hmmm i still dont like the idea sorry
how do you let people know if your hot cakes are selling well?

Nathan05
S106
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SimonLuigi

Beginner

Posts: 78

Joined: Wed Feb 02, 2011 12:41 pm

Post Sun Mar 27, 2011 11:46 am

Re: Reinforcements to Allies and Friends

You don't because your a high level. Maybe limit to only people below a certain level if you must ruin it but it's designed so you have a reason to join a strong alliance. It helps build a strong alliance and would help many struggling players go a bit better
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Nathan05

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King

Posts: 4618

Joined: Wed Oct 20, 2010 4:41 pm

Post Sun Mar 27, 2011 11:49 am

Re: Reinforcements to Allies and Friends

High lvl but I have a rubbish army incomparison to my peers as I can never be bothered to do anything but chat nowadays
how do you let people know if your hot cakes are selling well?

Nathan05
S106
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SimonLuigi

Beginner

Posts: 78

Joined: Wed Feb 02, 2011 12:41 pm

Post Sun Mar 27, 2011 12:06 pm

Re: Reinforcements to Allies and Friends

This is also handy when entire alliances decide to farm weaker alliances
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Mikanakawa

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Baron

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Post Sun Mar 27, 2011 7:09 pm

Re: Reinforcements to Allies and Friends

im sure this is called a war lol.....
Server 111 (Mikanakawa)
Server 93 ( Mikashuki)

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SimonLuigi

Beginner

Posts: 78

Joined: Wed Feb 02, 2011 12:41 pm

Post Mon Mar 28, 2011 11:19 am

Re: Reinforcements to Allies and Friends

It's a war game. In a war teams join up and unite to gain strength in numbers, it's life
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Mikanakawa

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Baron

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Joined: Mon Jan 17, 2011 9:16 am

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Post Mon Mar 28, 2011 2:51 pm

Re: Reinforcements to Allies and Friends

exactly....
Server 111 (Mikanakawa)
Server 93 ( Mikashuki)

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I_say

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Posts: 5

Joined: Tue Mar 29, 2011 11:47 pm

Post Tue Mar 29, 2011 11:52 pm

Re: Reinforcements to Allies and Friends

It would be just like real life. When attacking someone, you need to take into account not only the troops in the city, but also their friends who could help them in a time of need (and can react quickly enough to send them in time). Also, the attacker has the same ability in essence because multiple people are able to attack in succession to tear down a huge number of troops.
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SolarNight

Newbie

Posts: 10

Joined: Sat Jan 22, 2011 7:44 pm

Post Wed Mar 30, 2011 3:22 am

Re: Reinforcements to Allies and Friends

I'm not sure if it's even possible by devs to do this but I'm going to post my idea anyway.

It would be nice to send your armies to other alliance accounts. It would still require the same march times as normal from point a to b. So if someone attacks and you can't get there that's pretty realistic. Also if you pre march your troops to another alliance member then that recieving account should be unable to hunt it. They would be allowed to send borrowed armies out on attacks though. This would keep armies out in open more often.

I do believe this would be abused unfortunately. Mainly due to people having more than one account on a server. Multi devices would gain an incredible edge.

If there was some object or area that required to be held by an alliance in a particular part of the map. Maybe a prestige point object that generated like a fort for all members of an alliance. That alliance goal would make the sharing of troops to attack a spot and Co-defend it very viable. Accounts could then apply thru haypi which accounts they want to allow to control troops that are sent to another account ie transfer troops to account x button. This feature could be available to maybe two other accounts. That would enable account a to send troops to account b(alliance vice) account b has chosen account c(another vice) and account d(alliance leader). That was just a example as realy it would be best to setup a timezone based roster of who controlled the alliance army at any one time. Could make for some interesting coups as well when a sneaky player walks away with an alliances army and hands it over to another alliance.

Anyways just an idea. I'm pretty sure it's not an easy option to put into gameplay coding but maybe it's not that difficult.
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