Movoda Manual - Aikon/GuildFarce

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General idea is that walls suck. Combat foods suck even more. And conclusion is guild wars suck. Thank you.

Now. Let us agree on one thing. Walls was the beginning of the end of Guild Wars, in short, they were overpowered since there is no limit. Siege weapons were added to try and combat this imbalance. They failed. Combat foods were added and prove to be way overpowered. Unless you like most battles to be over already in a 2 min period. So, instead of adding yet other new items to balance the overpowered items that were implemented to balance the original overpowered items. Vicious circle anyone? LOL
(Update: Artifacts got added to stimulate Guild Farce and did not have the desired effect. Guilds need to just be lucky to get an artifact and it'll most likely remain there causing even more imbalance, when will it finally end with the crappy patchwork that doesn't accomplish anything? *sigh*)
I'd like to limit the use of walls and add an extra dimension to Guild Wars and tactics/strategy.


Idea #1 (old)


I'd like to introduce Compound Gate and Sentry Towers. Now, you can not have a wall without having a Gate. (how else would you go in and out? -_-)
So when you have your Gate you can build 1 Wall.
You can not add another wall till all 4 corners of the wall have a Sentry Tower. This 2nd wall would need a gate first as well of course.
You can not build another gate if the previous one doesn't have a wall yet.

I realise many guilds have built several walls already. Therefor I'd like to suggest that mskwik “changes” the walls in temporary “storages” where you can only take stuff out of. In them would be the resources that everyone used to build them. Once empty, it'll be autodemolished.

Gate
Level Level Required Hit Points Stone Blocks Required Hardwood Required Exp.
1 10
200
2,000
1,000
600
2 20
400
4,000
2,000
1,200
3 30
600
8,000
4,000
2,400
4 40
800
14,000
7,000
2,800
5 50
1,000
24,000
12,000
7,200
The idea is that after a gate has been breached the defensive value of its wall+towers will be halved or less or so.
Damage against gate should be only 40% as effective. I believe this would encourage the need for bigger raiding parties. And discourage 1 man raiding guilds to a certain extent.
If breached during a raid or so it should need some small repairs to the drawbar that is used to seal the door in the closed position. How much hardwood could that possibly be?
All gates should be breached before it's a “win” even if all defenders are already dead or none showed up.

Sentry Tower
Level Level Required Defence Bonus Damage per 10 seconds Stone Blocks Required Exp.
1 10
+1
0–2
3,000
600
2 20
+2
1–4
6,000
1,200
3 30
+3
2–6
12,000
2,400
4 40
+4
3–8
21,000
2,800
5 50
+5
4–10
36,000
7,200
Perhaps towers should also be disabled after their gate is breached? Or some other drawback in terms of slower damaging or so.
Could also add the possibility of storing poison bottles in them which get used during a raid etc.. Which would enable the tower to inflict poison (perhaps like only 20% chance of a bottle being used and poison being cast, but it wouldn't do any raw damage this “turn”)
The damage would be absolute values as in they are not affected by defense or agility value. A lvl 1 sentry would damage a random attacker for 0–2 dmg every 10 secs.
If a tower manages to kill an attacker.. the drops could simply fall on the floor in town or maybe they automagically go into the tower's “take out only” inventory like it happens to us.

Then there's the combat foods.. I'm willing to speculate and say we prolly wont need them after these changes.. but since they here and if they still needed.. then at least limit them to magic lvl or so..

One last note and possible loophole would be to just build a lot of HQ instead. So I'd hope there could be a way to limit those as well.. Else it'd ruin my ever so M*azing idea. Something like only the defence value of the highest HQ gets added? Others just add the alliance slots?

The values and everything else are merely to sketch the general idea. Would probably need testing to balance things out. Rome wasn't built in a day :P


Idea #2 (new as of Sun, 23 May 2010)


Idea that just came to me. Limit the amount of people 1 wall has an effect on.
Like for instance. 1 lvl 5 wall would give +32 defense to as much as 4 people. So if 13 people are defending you'd need 4 lvl 5 walls for them all to get a single +32 defense bonus.
Extended idea:
To add usefulness to lower lvl walls and further work out the idea..
Level Slots Defense Bonus Combined Defense
1
12
+2
24
2
10
+4
40
3
8
+8
64
4
6
+16
96
5
4
+32
128
So in this case if a guild has for instance 2 lvl 5 walls and 1 lvl 3 then it'd give 8 defenders a +40 defense bonus
Or 2 lvl 4 walls and 1 lvl 5 would give 4 people a 48 defense bonus and 8 people a +16 defense bonus.
Or “best” case scenario if a guild would actually have at least 1 wall of each lvl then the first 4 would have a +62 defense bonus the next 2 +30 next 2 + 14 next 2 + 6 and last 2 +2..
So +62 defense would be the maximum and be very limited to the amount of people and guild building slots.
The slots would probably be filled on a first come first served basis.. or perhaps based on combat lvl, but would be harder to realize.. probably :P

Would require considerably less coding compared to the first idea.. probably.
Allies should be able to get defense bonus if there are still “slots” available.
Combat foods would be unnecessary. Since this would solve the wall problem it still wouldn't do much to “cure” guild wars if foods are still there...
Haven't given HQs much thought yet. Like above I'd like to suggest only the highest lvl HQ would give a defense bonus..

1688 hits

Add comments or thoughts below if you so wish:



An additional way to deal with walls *to sextent* is to add a new siege weapon:

“Battering Ram” – approximately equal to a catapult to build but could also have a “heavy version” as well. When carried into combat, a Battering Ram would have a % chance of damaging one wall before combat begins (about 10%? per normal battering ram and 15% or 20%? for a heavy). When combat begins all battering Ram percentages are added up to get a base number, which is capped at 75%. Now each battering ram *rolls* to see if it damages a wall. This means that if 5 people attack with normal battering rams, all 5 of them will have a 50% chance of damaging one wall each. These numbers could be adjusted also ;).

A damaged wall is neutralized (damaged buildings cannot function until repaired). Now allow for multiple battering rams being brought in by multiple attackers and wha-la you have a way to reduce wall effectiveness fairly.

*note* the actual damage amount done to a wall does not have to be very high, even a few stone blocks missing from the wall would officially knock it out of comission based on game mechanics of buildings not functioning while damaged.*
-Sequious


Well if you want towers, then you should also be able to have burning oil, like they did in medival times.
Cauldron – for the oil or water to be heated up in
(20 iron bars)

would take 20–30 minutes of someone heating it with logs/lumber before it can be used from the tower. would get some kind of xp for the time heating it, not sure what skill it would be.

Use 1 log/lumber every 60 secs to heat with minimum of 20.
if you use water i would say 25 bottles at least to fill the cauldron.

poured on attackers at start of attack. damage done s depending on the number of attackers. so give it a certain amount of damage it can do total then split it between the attackers. So if only one attacker, they get all the damage, otherwise it is split equally between attackers.
-Klisten

What about having it so that you cannot build a level 5 until there's a level 4 wall, can't build a 4 without a 3, a 3 without a 2, and a 2 without a 1? This would be reflective of the walls being built in layers, getting farther and farther from the complex (with level 5 being the farthest out). Then the walls would be breached in order – on second thought, maybe the level 5 should be the innermost wall (walls get stronger as you go in.