Improvements/Changes

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SpaceProsepector
Posts: 14
Joined: Mon Mar 19, 2012 2:13 pm

Improvements/Changes

Post by SpaceProsepector »

Had a few ideas for how to improve this game, gonna toss them out for judgement.

1. Siege warfare

Right now, combat feels odd. Timing attacks to hit simultaneously isn't really how medieval war was carried out. I think it'd be much more interesting to have a full on siege, rather than bounce off the village and go home.



A. Allows enemies to attack over time, assembling armies outside your village to try to cut off trade, steal food, burn buildings, etc. They could send supplies to build a camp, siege towers, balista, or catapults on site.

B. Your allies would be able to break the siege by attacking the siege camp, pillaging its resources or diminishing the number of troops inside. They could also attempt to send resources across the siege lines (Make that a new attack option, Supply escort). This would allow allies to directly defend you, something which is completely absent from the game now. It would also create a new combat scenario, making war more fun.

C. Over time, the village would either be starved into submission or the attacking army would run out of supplies and have to withdraw.

D. At the conclusion of war, the loser should have options provided - pay a ransom to the conqueror (take 20% off the top of all taxes/goods produced for x days, for example), our be captured/razed.

E. A technology like vaults would help delay the next attack wave from the siege camp, and interdiction could still be used to call a cease fire.


2. Regional projects (and actual geography)

This game needs something for counties, provinces, and countries to do other than build armies. Perhaps the introduction of walls, roads, ports (for coastal capitals) would help. Walls could work by increasing the honor cost of attacking for your enemies, or they could be an actual guarded barrier, staffed and maintained by the capital. Roads would speed the movement of armies, traders, and scouts in friendly territory. Neutral or enemy capitals could exact tolls for travel through a region.

All of this would require you to have respect for actual geography. It doesn't really make sense that my enemy can launch an army into the rear of my factions territory unimpeded, or that an army of catapults can swim from Ireland. Make land and sea passages matter, and you'll add an entire layer of strategy for houses to manage.


3. AI Tweaks

Tweak AI properties to make more sense. Wolf lairs should decrease cheese and meat production, they attack livestock. Bandits should steal luxury goods from players and taxes from the parish. AI in general ought to start weaker and grow from pillaged goods. And when you kill them, you should get a portion of the goods they've pillaged.
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AuKhan
Posts: 570
Joined: Tue Dec 21, 2010 8:43 am

Re: Improvements/Changes

Post by AuKhan »

Great ideas! Especially the siege camps. That would be very interesting.
And a siege process would reduce the risk of being razed or captured while offline.
It makes sense to have a prolonged requirement to raze or capture, as that fits better with RL needs, and is more realistic to medieval warfare.
Also, the fun of greater teamwork in creating a siege, and in defending against the siege would be great for the game team spirit.
Lord of Ultima uses this type of mechanic, and it works well. It causes players to be more involved in teamwork with each other.
Instead of just watching your ally get razed by a timed attack, your team can rally to their defense. And the enemy can rally more attacks.
Feress
Posts: 6
Joined: Fri Feb 01, 2013 11:07 am

Re: Improvements/Changes

Post by Feress »

I agree, siege camps is briliant idea.
andracoz
Posts: 5
Joined: Tue Apr 03, 2012 7:07 pm

Re: Improvements/Changes

Post by andracoz »

I'd like to see parish defense improved x4-x8 and player fort defense by atleast x2 - The game is way too easy.

I'd like a ruleset to see ID replaced by a Defense mode which maybe triggers the above bonuses and gives penalty to attack so that the whole ID abuse thing goes out the window.
The 6th AGE is the best effort yet so use that as a template for a new ruleset for us to test/enjoy.

New era sucks on so many levels i could write a short novel detailing why.
The cheating has got so much worse the last handful of years but that's well known so obviously treat that more seriously.

Have a good day.
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Kadael
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Joined: Thu Nov 04, 2010 11:19 am
Location: UK, Midlands
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Re: Improvements/Changes

Post by Kadael »

This thread is almost 7 years old...
former Firefly Site/Games Moderator : 2009-2012
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