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Receiving resources for destroying enemy cities

Discussion in 'Game Design Discussion' started by Franchise, Sep 14, 2016.

  1. Franchise

    Franchise Fire Elemental
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    It would be awesome to receive like 10% of the resources it took to make city walls, buildings etc. by destroying them. This would encourage clans to attack and defend player cities outside of sieges.
     
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  2. RedBull9

    RedBull9 Gravelord
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    Na, would be easier to stay blue or move to chaos cities.
     
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  3. Franchise

    Franchise Fire Elemental
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    What...?
     
  4. Aristos Giannes

    Aristos Giannes Cairn Giant
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    He's kind of special. Good idea, but there would need to be more incentives to have your walls/buildings/excess crap up though. Like maybe your resource nodes give out more resources per hit, or refresh at a faster rate, if you have more of your city built.
     
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  5. Franchise

    Franchise Fire Elemental
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    sounds like two good ideas.
     
  6. RedBull9

    RedBull9 Gravelord
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    Okay so you get 10% of the resource cost? But the resource cost is so high that no one could then afford to live there.

    Are you talking about walls or allowing other buildings to also get destroyed? What's the point really? It doesn't make sense.
     
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  7. Franchise

    Franchise Fire Elemental
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    The point is defend your city or live in rubble
     
  8. Cagori Rei

    Cagori Rei Wildtribe Mage
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    imo mines used to be a very good reason to attack cities and pvp ... but the QQ won and mines got nerved so they are useless now ...
     
  9. Owyn Magnus

    Owyn Magnus Varangian Warthane

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    Nerved? Do they give attitude now? Or maybe they are more sensitive to sensations.

    Speak english or GTFO
     
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  10. Wes Furtive

    Wes Furtive Obsidian Golem
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    I think you should have to nearly flatten a city to siege it. It would be a great change for the game overall. You'd have to INVEST into capturing a city someone else spent the time and resources to build up. If you reallllyyy want to live there you'd think about it before you nearly leveled it to take it over. This way power gamers wouldn't just come in and steal a noob zerg clan's city from them as soon as all those crafter/gatherers built it up.
     
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    Tuloth likes this.
  11. Cagori Rei

    Cagori Rei Wildtribe Mage
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    you start to get on my nerfs!

    see what i did there ?
    :pigface:
     
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  12. Lord Zanuul

    Lord Zanuul Spellgazer
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    I completely agree with this I think that if you are going to take someone's City you need to completely flattened it in order to actually take it then you will have to invest in rebuilding it and the cycle goes on and on
     
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  13. LisaL

    LisaL Stormgraive
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    So you want sieges to be once a month or less? Because not many people are going to devote that much time for nothing. And, you will be promoting hiring 90% of the server for the siege since if you fail you waste weeks of farming and planning.

    Goodbye clan vs clan.
    Goodbye alliance vs alliance.
    Goodbye fun sieges.
    Hello mega zergs.

    "noob zergs" in your example probably shouldn't invest in a desirable city if they cannot afford to defend it from better players. plenty of cities in the game are available for newbs to own and play from.
     
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  14. onslaught

    onslaught Black Knight
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    I think weapons that damage cities should do more damage and be able to take down entire cities easier. I also think building them back up should be cheaper.

    I don't think the mods should be dropped off of mobs anymore. They should all be player crafted mods.
     
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  15. Wes Furtive

    Wes Furtive Obsidian Golem
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    What do you mean? Can you not fail a siege now and waste time/resources trying to take control of someone else's city (which they invested time and resources into)? What's the difference except if you win you just have to destroy some more walls/buildings?

    I don't see a real point being made.
     
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