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Alliancehall / Fortress

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Aquilus

Newbie

Posts: 3

Joined: Fri Oct 29, 2010 4:24 am

Post Fri Oct 29, 2010 4:35 am

Alliancehall / Fortress

Hey I would like to make a few suggestions to make this game more centered around alliances and make it even more awesome.

First, I think you guys should implement a fairly good amount of "guildhalls" or "towns" on the general map. Alliances should be able to take over these towns and make it their own fortress.

Second, players should be able to move their main base with a 12 hour moving penalty. This way every alliance member could station their
base around the fortress with a maximum of 50 members around the base giving some kind of bonus for doing so.

Third, alliances should be able to attack a fortress giving a 24 hour notice period before the attack begins, and if the fortress is lost then the alliance loses the fortress, and all members have to move at least 1000 blocks away. Every alliance member within 100 blocks of the fortress has their army automatically tied to the fortress and get to defend their fortress while all opposing members who want to attack it can attack it.

Fourth, it takes a large amount of resources to maintain a fortress. If all the alliance members combined cannot meet the weekly or daily requirements, they lose their fortress and have to move out.

Fifth, players should also be able to generate an alliance battle map which shows all fortresses and which alliances control them.

In other words, implement siegeing!
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Andoru

User avatar

Newbie

Posts: 23

Joined: Fri Sep 17, 2010 10:57 pm

Post Sun Oct 31, 2010 8:50 pm

Re: Alliancehall / Fortress

If you maybe simplified the idea it might be able to work out, but it doesn't seem the creators of Haypi really want to add any special features like this to the game anyways as I've seen lots of good ideas turn to nothing. My main question is, how would the fortress benefit the alliance and why is it worth taking? And the whole moving cities thing probably wouldn't work out for the fact that we have to use coins to move our cities.

It would be nice if the developers would implement some features that would encourage alliance pvp rather than all only personal pvp with alliances just stepping in every now and then.
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Aquilus

Newbie

Posts: 3

Joined: Fri Oct 29, 2010 4:24 am

Post Mon Nov 01, 2010 5:36 am

Re: Alliancehall / Fortress

I'm sure they could come up with some way to make a fortress useful for an alliance. One major perk would be having your alliance name show up on the generated map showing that you own a territory, and maybe everyone around the fortress gains +10% extra resources or something.
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Steveman0

Newbie

Posts: 7

Joined: Sun Sep 19, 2010 4:26 am

Post Wed Nov 03, 2010 3:49 am

Re: Alliancehall / Fortress

I really like this idea for two reasons:

1. I thought of a similar concept around the fortress idea that helps emphasize alliance pvp.

2. It accomplishes the same goal I want to solve with my suggestion (viewtopic.php?f=4&t=5757) which is provide a resource sink that will alleviate the flood of cheap resources on the market.

I have to agree with one of the criticisms, moving cities is out of the question. I think it is actually better to make it a challenge to hold a fort out of your alliance's general vicinity. It would also strengthen alliance's that stick together.

As for capturing and holding the fortress, I think there should be either a tab in the actions pane or an automated alliance letter sent out when the leader or vice-leader initiates an attack on the fortress. The attack is declared and the members of the alliance have 24 hours to add their troops for the attack as part of a combined pool. All of the members can contribute a few troops to form a big army that will face off against the defender.

Holding the fortress would be similar, impending attacks could be announced to the defending alliance and they can send troops to station in the fortress to defend it. Casualties will be shared by all members that participate. Participation could be encouraged by supporting special prestige award rules (all participating members receive prestige whether you win or lose with the winners and biggest contributors receiving the most).

Maintaining the fortress with resources is a great idea. Members with smaller armies but resources to spare could lend their support economically and those with money to blow could buy resources (and help bring prices to more reasonable levels).

The key really is the perks of owning one. Naturally there is the honor of saying that your alliance owns a fortress / fortresses. I think there needs to be something more substantial like a % prestige bonus for all sources or prestige/hour for all members (could even give more prestige to those who contribute more to keep things balanced).

I think this is a rather simple idea that would add a lot to the game. Implementation just requires new map squares, a new action tab item (it could even appear in the fort tab so that it becomes forts/fortresses this would make coding easy as contributing would be as simple as dispatching troops; though, resource contribution would be trickier), and an announcement system that tells players when an attack is imminent.
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Shin-ra

User avatar

Marquis

Posts: 356

Joined: Thu Jul 22, 2010 5:57 pm

Location: Midgar

Post Wed Nov 03, 2010 5:28 pm

Re: Alliancehall / Fortress

If done right, then this idea would add a lot more excitement to the game. Somewhere along the line this game went from a war game to Farmville. I will occassionally find troops left out, but I haven't actually been attacked in months. Most of the time I attack people just for resources to sustain my army...which isn't really needed since there is very few battles.

You would also need a better alliance system (sharing of resources, reinforcement of troops, etc) in order for this to work. Otherwise a single dominate person could hold off any number of players.

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