Problem statement
MoM/CoM are harsh. When you make a choice you face the consequences. There is an in-game trick that allows to make a choice and not face the consequence. It cheapens the game, and it reduces its value of a hard and difficult one. It also forces challenge-minded players to use it, because it's just that much of a boon. It's abuse without any advantage to the game and it should go.
Do you disagree? Then please tell me: what is the advantage that having this trick brings to the game? How is it different from summoning wraiths on turn 1?
- people can see vids on the web of shitty run away to keep a city tactics, making your work look bad
- tactics become tricks making the game simpler, see the answer to C.Mike. I hope we all agree that the richness of the game, its complexity, is what attracts us to it. Clearly a tactic that is always used presents therefore a problem.
- freedom doesn't mean lack of consequences. One can choose to abandon a city before the battle if the enemy stack is seen coming, or during the battle with "flee". But, in tactical one can run around and not engage. That's so useful that I feel obliged to plan for it - not as the main strategy, but rather as an additional parachute that gives me more leeway when facing an attack. At the beginning this just needs 40 prod - the cavalry - or some cheap summon, nagas and bears are quite ok for this against slower stuff as they are tanky too. But this is lack of consequences from choices. I choose not to engage in my city and I keep it despite that.
- if it were a multiplayer game nobody would accept this, let's be honest. To take any cities you'd have to bring cavalries only to avoid this trick, and enough to withstand the initial barrage of spells/ammo, this would self-reinforce in a loop until some realms wouldn't ever be used, it'd soon become Caster of Life buffs on cavalries and all games would be decided by turn 50. You'd receive soon enough enough reports that you'd be forced to change it.
What you have right now is have your cake and eat it too. But you'll agree that that's not MoM (or, hopefully, CoM) - the game is effing harsh, if you take a decision you have to live by it and confront its consequences. Or would you like to go back to the days of summoning wraiths at the beginning too?
The advantage
Clearly the above is true only if there's an advantage obtained from this trick. Advantages:
1. defensive
In the game one can attack or defend. By defending you get the first turn casting, and the advantage is obvious. So, by keeping the city you force the enemy stack to attack again and can further reduce the AI doomstack: next round those 2 confuse'd units won't be there, you'll manage another confusion or 2, and even if you eventually lose the city the doomstack's been reduced to nothing. When you manage to suppress 2 AI summons you have suppressed not only the units themselves, but all the time/effort taken in moving them from the summoning circle to your city. The advantage, at turn 60, is great. Currently it's the only thing that makes lunatic possible, because you can do this with a cheap unit and overcome the difference in resources.
2. reinforcements
If there's reinforces on their way - and with all the cities at distance 4, this is perfectly possible - a single turn makes or brakes keeping a city.
3. lost buildings
Sure, you lose some buildings... But do you? If you get lucky you won't, especially if the enemy has run after you till turn 10, then gone back and entered the city around turn 13, and not many enemy units remain. In any case, even when you lose some buildings and population the destruction will be much less than the total in the city. Confront this with losing the entire city, including the time and resources of the settlers, and you see how the current loss does not compare.
This works so well that eventually I started to use it on attack. With cheap tanky summons - bears, nagas - or with cavalries if the enemy is faster it becomes cheaper to go into an enemy stack one by one, cast save or die spells - confusion, sleep etc - and run around the slower enemy until turn 25. But this is for another thread....
Just don't do it
That's dumb, why wouldn't I do something that the game allows me to? But I don't like it, I think it makes the game look ridiculous when it's seen on videos, and that it cheapens the whole experience for everybody involved.
The solution
1. the algorithm
After all the back and forth in the other thread this algorithm seems to be easy enough to implement and the closest to a satisfying solution:
Counter for both sides, starting on turn K to see which side keeps the city. K can be subject to balancing considerations, offering a way to fine tune this approach. I'd use 10 as a start, the same turn in which the AI units run for the city, because it feels the right number, but it's just a first idea. It could be from turn 1 to keep the advantage to the defender, for example.
At turn 25 the side with the highest counter "wins".
2. Definition of win
For me the win means forcing anyone who's refused to engage to face the consequences of the choice. If it is the defender then the city should change hands, or be completely razed - I don't really mind either way. Any remaining troops should then either flee - because that's what running around is - or "withdraw exhausted", but the latter might be too complicated as it's currently possible only on the attacker side. It would however be better in that it compensates the player the effort of running around and keeping the unit alive... This brings me to,
3. Extending this to flee
If you look at the flee function, it's a simplistic 50% survive/die for each unit.
We can extend this approach to the flee function and have speed and movement mode (flight, etc) be considered for the odds of fleeing, replacing the simplistic dice roll.
At this point, we could replace all "retreating exhausted" with simply the flee retreat - because it happens mostly in cases of faster or equal movement speeds. Therefore, the cavalry wouldn't be lost by fleeing ever, or most of the time, resulting in a similar outcome as the exhausted withdrawal. This however is more complicated and probably deserves its own thread.
MoM/CoM are harsh. When you make a choice you face the consequences. There is an in-game trick that allows to make a choice and not face the consequence. It cheapens the game, and it reduces its value of a hard and difficult one. It also forces challenge-minded players to use it, because it's just that much of a boon. It's abuse without any advantage to the game and it should go.
Do you disagree? Then please tell me: what is the advantage that having this trick brings to the game? How is it different from summoning wraiths on turn 1?
(February 7th, 2018, 06:00)Seravy Wrote: but I'm strongly against excluding flying creatures from the "conquest" trigger. It's unfair. If I'm attacking a city and my creatures are flying, why should I be penalized for that and forced to engage the enemy when I can just move into the city tiles and conquer it. What, the enemy can't attack me? That's their problem, they should have researched web. If my cavalry can do it, my death knights or doom drakes should be able to as well. Again, this is subjective, for me this would be a greater deal breaker than the city not becoming mine even though I enter it. At least the current rules are consistent : You don't get the city until you kill all enemies. New rule would be : You don't get the city until you kill all enemies if your units are flying, otherwise you do. Well, that's just bullshit. But if we don't exclude flying, then I can abuse that to steal cities. Which is even worse.Except, you've already received many reports of the fact that flying is absolutely broken. Reducing its advantage is therefore a desirable feature of any proposed solution. Solution implies a problem, and I can show that there is a problem, as the fact that you've avoided to answer any of these points makes me suspect that you don't have an answer and this makes you uncomfortable:
This is a perfect example of not only "do not fix if it isn't broken" but also "do not fix if fix is not an improvement" at the same time.
- people can see vids on the web of shitty run away to keep a city tactics, making your work look bad
- tactics become tricks making the game simpler, see the answer to C.Mike. I hope we all agree that the richness of the game, its complexity, is what attracts us to it. Clearly a tactic that is always used presents therefore a problem.
- freedom doesn't mean lack of consequences. One can choose to abandon a city before the battle if the enemy stack is seen coming, or during the battle with "flee". But, in tactical one can run around and not engage. That's so useful that I feel obliged to plan for it - not as the main strategy, but rather as an additional parachute that gives me more leeway when facing an attack. At the beginning this just needs 40 prod - the cavalry - or some cheap summon, nagas and bears are quite ok for this against slower stuff as they are tanky too. But this is lack of consequences from choices. I choose not to engage in my city and I keep it despite that.
- if it were a multiplayer game nobody would accept this, let's be honest. To take any cities you'd have to bring cavalries only to avoid this trick, and enough to withstand the initial barrage of spells/ammo, this would self-reinforce in a loop until some realms wouldn't ever be used, it'd soon become Caster of Life buffs on cavalries and all games would be decided by turn 50. You'd receive soon enough enough reports that you'd be forced to change it.
Quote:Sure thing. You are free: pick your action. Have you decided that you want the city? Then don't flee, remain and fight.Quote:will be forced to fleeNever been a fan of games where I don't get to pick my action and the game forces me into one, especially if that one is not favorable for me.
What you have right now is have your cake and eat it too. But you'll agree that that's not MoM (or, hopefully, CoM) - the game is effing harsh, if you take a decision you have to live by it and confront its consequences. Or would you like to go back to the days of summoning wraiths at the beginning too?
Quote:One thing to note here : we fixed the production interruption bug. That doesn't sound very related but it actually is. I bet about 40-60% of the time, when a player manages to get to keep a city through running in circles, this bug helped them do so - so the 75% damage destroyed the armorer's guild? No worries, the paladin you bought last turn is already completed sir, we are ready to defend now! This will be gone now. You lost a military building? No new unit to defend you next turn. You either can instantly summon a strong creature there, or you can forget about keeping the city.In what version? Because I've just had it happen. Anyway, it's not enough. If I choose not to defend a city, I want to lose it - either it gets razed, or it changes hands. And if I refuse to engage, well, then I've made my choice...
So my claim is the "problem" might be already fixed, after this change, the tactic will be even less effective.
The advantage
Clearly the above is true only if there's an advantage obtained from this trick. Advantages:
1. defensive
In the game one can attack or defend. By defending you get the first turn casting, and the advantage is obvious. So, by keeping the city you force the enemy stack to attack again and can further reduce the AI doomstack: next round those 2 confuse'd units won't be there, you'll manage another confusion or 2, and even if you eventually lose the city the doomstack's been reduced to nothing. When you manage to suppress 2 AI summons you have suppressed not only the units themselves, but all the time/effort taken in moving them from the summoning circle to your city. The advantage, at turn 60, is great. Currently it's the only thing that makes lunatic possible, because you can do this with a cheap unit and overcome the difference in resources.
2. reinforcements
If there's reinforces on their way - and with all the cities at distance 4, this is perfectly possible - a single turn makes or brakes keeping a city.
3. lost buildings
Sure, you lose some buildings... But do you? If you get lucky you won't, especially if the enemy has run after you till turn 10, then gone back and entered the city around turn 13, and not many enemy units remain. In any case, even when you lose some buildings and population the destruction will be much less than the total in the city. Confront this with losing the entire city, including the time and resources of the settlers, and you see how the current loss does not compare.
This works so well that eventually I started to use it on attack. With cheap tanky summons - bears, nagas - or with cavalries if the enemy is faster it becomes cheaper to go into an enemy stack one by one, cast save or die spells - confusion, sleep etc - and run around the slower enemy until turn 25. But this is for another thread....
Just don't do it
That's dumb, why wouldn't I do something that the game allows me to? But I don't like it, I think it makes the game look ridiculous when it's seen on videos, and that it cheapens the whole experience for everybody involved.
The solution
1. the algorithm
After all the back and forth in the other thread this algorithm seems to be easy enough to implement and the closest to a satisfying solution:
Counter for both sides, starting on turn K to see which side keeps the city. K can be subject to balancing considerations, offering a way to fine tune this approach. I'd use 10 as a start, the same turn in which the AI units run for the city, because it feels the right number, but it's just a first idea. It could be from turn 1 to keep the advantage to the defender, for example.
At turn 25 the side with the highest counter "wins".
2. Definition of win
For me the win means forcing anyone who's refused to engage to face the consequences of the choice. If it is the defender then the city should change hands, or be completely razed - I don't really mind either way. Any remaining troops should then either flee - because that's what running around is - or "withdraw exhausted", but the latter might be too complicated as it's currently possible only on the attacker side. It would however be better in that it compensates the player the effort of running around and keeping the unit alive... This brings me to,
3. Extending this to flee
If you look at the flee function, it's a simplistic 50% survive/die for each unit.
We can extend this approach to the flee function and have speed and movement mode (flight, etc) be considered for the odds of fleeing, replacing the simplistic dice roll.
At this point, we could replace all "retreating exhausted" with simply the flee retreat - because it happens mostly in cases of faster or equal movement speeds. Therefore, the cavalry wouldn't be lost by fleeing ever, or most of the time, resulting in a similar outcome as the exhausted withdrawal. This however is more complicated and probably deserves its own thread.