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Narthok

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1 minute ago, Jaeden said:

- Lower CDs from 5 to 3 days.

- Up raider count from 10 to 12.

- Up raider minimum requirement from 2 to 3.

- Only allow nations / major freebuilds to conduct raids. Banditry can be kept to roads / 2 people in a settlement.

- Allow gates to be breakable through battering rams - purchasable for a fine sum at CT for an infinite use (unless they roll a -3 or -5; debatable) but can only be used for 1 raid.

me like this

alot

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1 minute ago, Jaeden said:

- Lower CDs from 5 to 3 days.

- Up raider count from 10 to 12.

- Up raider minimum requirement from 2 to 3.

- Only allow nations / major freebuilds to conduct raids. Banditry can be kept to roads / 2 people in a settlement.

- Allow gates to be breakable through battering rams - purchasable for a fine sum at CT for an infinite use (unless they roll a -3 or -5; debatable) but can only be used for 1 raid.

This sounds great, however I'd still want preemptive warnings. 

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FOR GOD SAKE! STOP! RULE CHANGING EVERY MOTH IS KILLING THE DAMN SERVER! JUST STOP! KEEP AS IS!!!!!!!!!!!!!!!!! WHY U TRING TO MAKE THIS FUCKIN HARDER THEN IT NEEDS TO BE! jeez ILY all just stop... 

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My suggestion in the war feedback Discord was this:

 

Abolish non-notice, spontaneous raids. This means you'll only have scheduled 24 hour warning-in-advance raids. Raise the cap to 25 or keep it at 20. Make these raids every 3 days instead of 5. If you succeed in defending against the raid, they don't get to raid you for another whenever. If you close your gates and don't even try to defend, the cooldown won't be put up.

 

The reason being is that spontaneous raids are a massive pain for the city, and do next to nothing for the actual raiders. Raiders will typically catch a city completely off guard in a spontaneous raid, not getting to fight together an organized party and instead just butcher random civilians and whatever poor militiaman logged on to help.

 

The raiders don't get a good fight, the city's activity is demolished for the next couple hours. Nobody really wins in that regard. Instead, give cities incentive and time to prepare a force to retaliate. They know when the raid is coming, so they can usher away their snowflake RPers and rally city defenders to fight off raiders. Raiders will more than not get an actual rally capable of fighting them, allowing for a good fight to take place.

 

Earlier when I led the Dominion's military, we were one of the first settlements to get the 24 hour notice 20 man raid. Even as elves, we rallied all we could and actually had a great time fighting against the bandits. Why? We were given fair notice and had a general idea on when they were going to attack. It just makes the experience better for everyone. Nevermind the RP logistics. A  large raiding party should never realistically be able to reach cities going 100% undetected. I think this system works, my 2 cents.

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1 minute ago, Treshure said:

My suggestion in the war feedback Discord was this:

 

Abolish non-notice, spontaneous raids. This means you'll only have scheduled 24 hour warning-in-advance raids. Raise the cap to 25 or keep it at 20. Make these raids every 3 days instead of 5. If you succeed in defending against the raid, they don't get to raid you for another whenever. If you close your gates and don't even try to defend, the cooldown won't put up.

 

The reason being is that spontaneous raids are a massive pain for the city, and do next to nothing for the actual raiders. Raiders will typically catch a city completely off guard in a spontaneous raid, not getting to fight together an organized party and instead just butcher random civilians and whatever poor militiaman logged on to help.

 

The raiders don't get a good fight, the city's activity is demolished for the next couple hours. Nobody really wins in that regard. Instead, give cities incentive and time to prepare a force to retaliate. They know when the raid is coming, so they can usher away their snowflake RPers and rally city defenders to fight off raiders. Raiders will more than not get an actual rally capable of fighting them, allowing for a good fight to take place.

 

Earlier when I led the Dominion's military, we were one of the first settlements to get the 24 hour notice 20 man raid. Even as elves, we rallied all we could and actually had a great time fighting against the bandits. Why? We were given fair notice and had a general idea on when they were going to attack. It just makes the experience better for everyone. Nevermind the RP logistics. A  large raiding party should never realistically be able to reach cities going 100% undetected. I think this system works, my 2 cents.

Yep, I'd very much like to entirely eradicate spontaneous raids and ensure that both sides can have their enjoyment rather than raids nuking activity and causing massive frustration.

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I like raids meaning more but I feel like this should be a different type of raid with the current 'blitz' kinda raid still allowed but different and under a different category. This should be like a 20 man raid where, if the other side loses, you can loot up to 4 chests, break a few more locks, and burn a house down or something. **** that's reasonable but works.

1 hour ago, Narthok said:

Yep, I'd very much like to entirely eradicate spontaneous raids and ensure that both sides can have their enjoyment rather than raids nuking activity and causing massive frustration.


Also, gonna get yelled at FMs for doing this but I can't add this to my previous post [or dont know how], but nuking activity with raids is a valid strategy to nations at war. If nations are nuked until they're inactive, the military is evidently falling apart or can't effectively protect the people. They get frustrated, make new characters, and simulate people leaving because their nation cant properly defend them.

 

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2 minutes ago, Dragonslayerelf said:

I like raids meaning more but I feel like this should be a different type of raid with the current 'blitz' kinda raid still allowed but different and under a different category. This should be like a 20 man raid where, if the other side loses, you can loot up to 4 chests, break a few more locks, and burn a house down or something. **** that's reasonable but works.


Also, gonna get yelled at FMs for doing this but I can't add this to my previous post [or dont know how], but nuking activity with raids is a valid strategy to nations at war. If nations are nuked until they're inactive, the military is evidently falling apart or can't effectively protect the people. They get frustrated, make new characters, and simulate people leaving because their nation cant properly defend them.

 

War raids are different than what is happening right now

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2 hours ago, Wolfdwg said:

Raids barely happen anymore, just remove them xd

Good meme

*sutica was just raided today*

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2 hours ago, Jaeden said:

- Up raider minimum requirement from 2 to 3.

18fbb80ecde5f64875bbdbb6a1698234.png
Image result for thinking face emoji gm manager doesn't know the current raid rules?

____________

Jokes aside (really ily jaeden), I'll summarize some of the points I made in the form thing publicly.

The more players allowed in a raid, the longer the CD should be. My reason being, some people simply don't enjoy participating in raids. Rallying up a ton of people each time can get tiresome. But for those who do want to participate in it, the occasional large scale raids could be entertaining.

Free build settlements should be able to be raided with valid RP reasoning. No one should be raiding protected just because they aren't region protected.. And while major free builds were mentioned, I think there would have to be a way to define what exactly is a "major" free build.

Warnings before raids would be great. Also anything that encourages story making rather than ooc nonsense is awesome. HOWEVER I also think this should come with gates being destructible with battering rams. Once a gate is broken into, perhaps there could be a certain amount of "rebuilding" time where the settlement can not close the gate again for that period.

People need to keep in mind that closed gates deter role play much more than raiding itself does. When a new player is locked out and someone doesn't immediately greet them after a long walk to a nation or settlement, they more often than not, log off. And while I said new players, this can also ring true for more experienced players that are starting to get bored with the server. yeah there are gate guards, but not always.

Anyone feel free to debate me if you think my ideas are garbage. I have to say raiding has never personally bothered me as it is now, but I see a lot of ooc tension being caused by it that has to end. If it's not fun then why bother?

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1 hour ago, Vaynth said:

And while major free builds were mentioned, I think there would have to be a way to define what exactly is a "major" free build.

already is a major freebuild designation on the casus belli post. major freebuilds include more than 5 buildings. looks like ur the one who doesn't know existing rules...... smh !!

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23 minutes ago, Aeldrin said:

already is a major freebuild designation on the casus belli post. major freebuilds include more than 5 buildings. looks like ur the one who doesn't know existing rules...... smh !!

dang you're right. I deserve this.

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6 hours ago, Jaeden said:

be restricted to nations / major freebuilds.

Imo small settlements should also be raidable as what if a group only has a small tower and they keep raiding your nation/bigger city? Why wouldn't you be able to raid them back?

4 hours ago, Vaynth said:

some people simply don't enjoy participating in raids

If your settlement is being raided and you dont want to participate you can always step out of te fight, go status recording and youre done

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2 hours ago, SombreroMan said:

Imo small settlements should also be raidable as what if a group only has a small tower and they keep raiding your nation/bigger city? Why wouldn't you be able to raid them back?

If your settlement is being raided and you dont want to participate you can always step out of te fight, go status recording and youre done

No he's saying raids should only be launchable by the aforementioned parties.

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1. Remove ‘raid ladders’ feature if this is still around. People should be able to use regular ladders to get into places during raids. 

2. Reduce raid CD from 5 days to 2 days.

3. What harrison said about less toxicity which should be enforced, I agree.

4. Increase raider amount cap to 12 for spontaneous or 25 for 24 hr notice. An oocly enforced cap to a force u can bring doesn’t make sense at all. Also guards can ringey ringey their bell and get their buddies to come! (People only raid when a settlement is at peak activity for the day anyways)

5. Battering rams 

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8 hours ago, SombreroMan said:

If your settlement is being raided and you dont want to participate you can always step out of te fight, go status recording and youre done

Well yeah. But in the context I was saying this in, for a larger scale raid either the defending settlement would have to rally up an equal or greater amount of people every time raid cd expires or get slaughtered. This would just lead to people clearing the area every time there's a raid- which wouldn't be fun for either party.

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