BLiTzKrIeG 2.0
Member
- Reaction score
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World Invasions
A domination world, or really any victory condition, but with an interesting catch - an invasion. To fit the setting of the game it could be like either a Mongol type group or maybe some sort of undead plague, faction of necromancers, etc. They would pick a few areas, semi-randomly, relatively close to each other on the rim that they would begin attacking at first, with attacks randomly appearing 3 hours out with no forewarning, and they would conquer those villages on the rim with superior troop numbers and superior troops, a different troop set from what is used by players. Once stablishing a beachhead they'd begin attacking whoever and whatever with no regard for tribes, amount of resistance, strength, whatever. It would need to kind of run out of steam after the initial invasion, with the invasion and the first 100 conquers (maybe a certain percentage of world control) being frontloaded by OP stacks, but after those stacks are expended the invader would have to begin building its own special troops in conquered villages.
This would make for some very interesting gameplay not before seen on TW, will all the tribes form an alliance to fight the invasion? Will they be unable to set aside their past issues and continue fighting each other? Maybe some tribes will use the chaos created by the invasion to attack stronger tribes to further their own ends, knowing that the stronger tribe is expending troops fighting the invasion. Will tribes take the initiative and immediately start trying to relocate their stronger players that are hit hard by the invasion?
I think for best results, it couldn't be an "invasion world," it would have to happen on a domination world chosen by developers without players knowing. Otherwise I think tribes would start preparing for it beforehand knowing it will come eventually and they would be too prepared, removing the invasion's shock and chaos factor from the equation.
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The Invader
I'm going to use the Mongol example I gave as an archetype for what I think the invader would look like.
The Troops
I think the troop set should be pretty narrow, possessing primarily offensive troops
Offensive
Rider - A soldier on a short and stocky, yet incredibly fast and harty steed, armed with a strange curved sword.
Speed - 9
Atk - 130
Def - 30
Cav Def - 40
Arc Def - 30
Bow Rider - A soldier on a short and stocky, yet incredibly fast and harty steed, armed with a small bow with incredible power and accuracy.
Speed - 9
Atk - 150
Def - 30
Cav Def - 40
Arc Def - 50
Lancer - A soldier on a short and stocky, yet incredibly fast and harty steed, armed with a lance.
Speed - 9
Atk - 150
Def - 40
Cav Def - 100
Arc Def - 30
Offensive and Defensive
Battle Archer - An archer armed with a composite bow and a strange curved sword, effective against all types of foot soldiers, however lightly armored for meneuverability.
Speed - 15.999
Atk - 35
Def - 20
Cav Def - 20
Arc Def - 50
Mangonel - A catapult that operates using weights, used to launch stone projectiles, burning oil vessels, and rotted caracases making them effective against both troops, as well as buildings and fortifications. Can be disassembled and towed for faster deployment.
Speed - 23.999
Atk - 150
Def - 40
Cav Def - 100
Arc Def - 30
The Tactics (AI)
The Invader doesn't focus much on defense, and will often leave relatively few troops in villages unless it is mustering an army. However, attacks will be non-stop day and night, attacks may stop on a players, but that just means other players are being attacked more.
Offensively
The Invader will move quickly and attack anyone in its path, attempting to keep a solid border and avoid creating pockets, if pockets are created it will focus on attacking these before the front line. When attacking a new village it will attack using armies that have Mangonels first aiming to destroy the wall and random buildings, it will always attempt to knock down walls before attacking with armies comprised of only horse riders. When it has conquered a village it will demolish random buildings similar to how a barbarian village does when it is downgrading to the max barbarian point levels, starting with demolishing the walls and maintaining them at 0.
Defensively
The Invader will never stack villages for defense or snipe incoming noble trains. The only defensive action it will take is quickly attacking recently conquered villages to try to get them back.
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Special Game Mechanics for the Invader
There will need to be some special game mechanics for the invader to function properly, these will also decrease the scripting needs for an invasion AI.
-Troop training/spawning independent of Barracks and Stables
As the Invader will be downgrading buildings and not building anything, they'll need to be able to spawn units without the conventional training method as well as needs, as the invader won't be using resources. The Invader would also be able to create troops significantly faster than any human player could, as they'll be fighting pretty much the entire world.
-Merging troops into armies
As stated above, the Invader will need to be able to muster complete nukes faster, depending on how this is done, this part may not be neccesary, but assuming it is the Invader could merge troops produced in multiple villages into a single nuke. This would also serve as a way to keep their initial invasion stacks moving and in use as it advances, as the initial OP stacks may last for a while depending on how much resistance the Invader meets early on.
-A different method of conquering
Partially due to the demands this would put on development and also due to the lore nature of this invasion, the Invader should be able to conquer villages independently of nobles, ideally a player's village is conquered if it is attacked and has no wall or gets it's wall completed destroyed, and if it has no troops or gets it's troops completely destroyed.
-Resource destruction
Unlike other troops, which would be plundering resources (the village is captured by the Invader when all troops and wall are defeated and destroyed, so plunder wouldn't happen anyway), the invader should actually "destroy" resources with each attack, the amount of resources destroyed could be anywhere from 0% and increasing depending on the level of the wall and the amount of defending troops were killed, this would simulate their chaotic method of warfare, not solely focusing on troops but also attacking the civilian population in infrastructure during a battle. To compliment this simulated total warfare, building levels could be decreased during an attack even if there are no Mangonels (although Mangonels would inflict greater damage).
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When/how this would happen, specifically.
For best results, it should be on a world without players knowledge, the invasion may not be balanced if players and tribes don't act as they normally would on a domination world, and spend early game collaborating and preparing for the Invasion. The concern is - lot's of players may see it's occurance on a world as unfair/game breaking if they were intending to play a normal world, even though it would be an interesting variance from the norm.
A potential compromise would be a setting - "Invasion Possability: Enabled" - and anyone who doesn't want the chance of an invasion could steer clear of the world, anyone who wouldn't mind taking the chance of it could still play, this may also prompt more players to try out more worlds, wanting to experience an invasion.
Ideally, the invasion would have a % chance to happen, maybe, on worlds it is enabled on, a 50% chance. It would start at a point when the world is mid-development - no tribes are incredibly powerful, yet most tribes are no longer just playing with a few villages per player, so maybe a random time between the 3 and 6 month mark.
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Beta
For testing on Beta, I think an "Invasion World" could be viable, with players knowing that they should behave as if it were a domination world, as the purpose of Beta worlds is to test out new features and mechanics.
---------------
Balance
I believed this is balanced, while the offensive power of the Invader is significant, it's defensive power is seriously lacking, it would take adaption from players to find the best strategy for combating the Invader, but that's where the fun of it is, a new challenge to overcome. It's lack of defensive ability is what really balances it out for the players.
---------------
Why?
Really just variation, Domination is fun, but it is repetitive. This, like my other suggestion for a victory condition, would add gameplay and mechanics that pose new challenges for players on Tribal Wars that have never been encountered before, I think this would serve well as player retention, as well as attracting both new and old players alike.
Is there anything I've missed? Anything that maybe needs further explanation? Please let me know what you think.
Thank you!
A domination world, or really any victory condition, but with an interesting catch - an invasion. To fit the setting of the game it could be like either a Mongol type group or maybe some sort of undead plague, faction of necromancers, etc. They would pick a few areas, semi-randomly, relatively close to each other on the rim that they would begin attacking at first, with attacks randomly appearing 3 hours out with no forewarning, and they would conquer those villages on the rim with superior troop numbers and superior troops, a different troop set from what is used by players. Once stablishing a beachhead they'd begin attacking whoever and whatever with no regard for tribes, amount of resistance, strength, whatever. It would need to kind of run out of steam after the initial invasion, with the invasion and the first 100 conquers (maybe a certain percentage of world control) being frontloaded by OP stacks, but after those stacks are expended the invader would have to begin building its own special troops in conquered villages.
This would make for some very interesting gameplay not before seen on TW, will all the tribes form an alliance to fight the invasion? Will they be unable to set aside their past issues and continue fighting each other? Maybe some tribes will use the chaos created by the invasion to attack stronger tribes to further their own ends, knowing that the stronger tribe is expending troops fighting the invasion. Will tribes take the initiative and immediately start trying to relocate their stronger players that are hit hard by the invasion?
I think for best results, it couldn't be an "invasion world," it would have to happen on a domination world chosen by developers without players knowing. Otherwise I think tribes would start preparing for it beforehand knowing it will come eventually and they would be too prepared, removing the invasion's shock and chaos factor from the equation.
---------------
The Invader
I'm going to use the Mongol example I gave as an archetype for what I think the invader would look like.
The Troops
I think the troop set should be pretty narrow, possessing primarily offensive troops
Offensive
Rider - A soldier on a short and stocky, yet incredibly fast and harty steed, armed with a strange curved sword.
Speed - 9
Atk - 130
Def - 30
Cav Def - 40
Arc Def - 30
Bow Rider - A soldier on a short and stocky, yet incredibly fast and harty steed, armed with a small bow with incredible power and accuracy.
Speed - 9
Atk - 150
Def - 30
Cav Def - 40
Arc Def - 50
Lancer - A soldier on a short and stocky, yet incredibly fast and harty steed, armed with a lance.
Speed - 9
Atk - 150
Def - 40
Cav Def - 100
Arc Def - 30
Offensive and Defensive
Battle Archer - An archer armed with a composite bow and a strange curved sword, effective against all types of foot soldiers, however lightly armored for meneuverability.
Speed - 15.999
Atk - 35
Def - 20
Cav Def - 20
Arc Def - 50
Mangonel - A catapult that operates using weights, used to launch stone projectiles, burning oil vessels, and rotted caracases making them effective against both troops, as well as buildings and fortifications. Can be disassembled and towed for faster deployment.
Speed - 23.999
Atk - 150
Def - 40
Cav Def - 100
Arc Def - 30
The Tactics (AI)
The Invader doesn't focus much on defense, and will often leave relatively few troops in villages unless it is mustering an army. However, attacks will be non-stop day and night, attacks may stop on a players, but that just means other players are being attacked more.
Offensively
The Invader will move quickly and attack anyone in its path, attempting to keep a solid border and avoid creating pockets, if pockets are created it will focus on attacking these before the front line. When attacking a new village it will attack using armies that have Mangonels first aiming to destroy the wall and random buildings, it will always attempt to knock down walls before attacking with armies comprised of only horse riders. When it has conquered a village it will demolish random buildings similar to how a barbarian village does when it is downgrading to the max barbarian point levels, starting with demolishing the walls and maintaining them at 0.
Defensively
The Invader will never stack villages for defense or snipe incoming noble trains. The only defensive action it will take is quickly attacking recently conquered villages to try to get them back.
---------------
Special Game Mechanics for the Invader
There will need to be some special game mechanics for the invader to function properly, these will also decrease the scripting needs for an invasion AI.
-Troop training/spawning independent of Barracks and Stables
As the Invader will be downgrading buildings and not building anything, they'll need to be able to spawn units without the conventional training method as well as needs, as the invader won't be using resources. The Invader would also be able to create troops significantly faster than any human player could, as they'll be fighting pretty much the entire world.
-Merging troops into armies
As stated above, the Invader will need to be able to muster complete nukes faster, depending on how this is done, this part may not be neccesary, but assuming it is the Invader could merge troops produced in multiple villages into a single nuke. This would also serve as a way to keep their initial invasion stacks moving and in use as it advances, as the initial OP stacks may last for a while depending on how much resistance the Invader meets early on.
-A different method of conquering
Partially due to the demands this would put on development and also due to the lore nature of this invasion, the Invader should be able to conquer villages independently of nobles, ideally a player's village is conquered if it is attacked and has no wall or gets it's wall completed destroyed, and if it has no troops or gets it's troops completely destroyed.
-Resource destruction
Unlike other troops, which would be plundering resources (the village is captured by the Invader when all troops and wall are defeated and destroyed, so plunder wouldn't happen anyway), the invader should actually "destroy" resources with each attack, the amount of resources destroyed could be anywhere from 0% and increasing depending on the level of the wall and the amount of defending troops were killed, this would simulate their chaotic method of warfare, not solely focusing on troops but also attacking the civilian population in infrastructure during a battle. To compliment this simulated total warfare, building levels could be decreased during an attack even if there are no Mangonels (although Mangonels would inflict greater damage).
---------------
When/how this would happen, specifically.
For best results, it should be on a world without players knowledge, the invasion may not be balanced if players and tribes don't act as they normally would on a domination world, and spend early game collaborating and preparing for the Invasion. The concern is - lot's of players may see it's occurance on a world as unfair/game breaking if they were intending to play a normal world, even though it would be an interesting variance from the norm.
A potential compromise would be a setting - "Invasion Possability: Enabled" - and anyone who doesn't want the chance of an invasion could steer clear of the world, anyone who wouldn't mind taking the chance of it could still play, this may also prompt more players to try out more worlds, wanting to experience an invasion.
Ideally, the invasion would have a % chance to happen, maybe, on worlds it is enabled on, a 50% chance. It would start at a point when the world is mid-development - no tribes are incredibly powerful, yet most tribes are no longer just playing with a few villages per player, so maybe a random time between the 3 and 6 month mark.
---------------
Beta
For testing on Beta, I think an "Invasion World" could be viable, with players knowing that they should behave as if it were a domination world, as the purpose of Beta worlds is to test out new features and mechanics.
---------------
Balance
I believed this is balanced, while the offensive power of the Invader is significant, it's defensive power is seriously lacking, it would take adaption from players to find the best strategy for combating the Invader, but that's where the fun of it is, a new challenge to overcome. It's lack of defensive ability is what really balances it out for the players.
---------------
Why?
Really just variation, Domination is fun, but it is repetitive. This, like my other suggestion for a victory condition, would add gameplay and mechanics that pose new challenges for players on Tribal Wars that have never been encountered before, I think this would serve well as player retention, as well as attracting both new and old players alike.
Is there anything I've missed? Anything that maybe needs further explanation? Please let me know what you think.
Thank you!