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Wild stealers

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  • #16
    cry babies

    this is a war game. if you want to win a war you have to beat the other city's army. what better way than to starve them? and reduce their resources production and in turn troop training capabilities?

    in my domain we have this ridiculous rule of no wild flipping. is ridiculous !
    cry babies that don't know how to properly play the game.


    • #17
      Deal with it

      On the world I play on, Warlords flipped all of my alliances wilds for 2 months, we adapted, we changed how we did things and now for the most part we don't have wilds. Our alliance doesn't flip unless we are at war, most of the time we just keep the good ones until someone flips them, strangly usually the one we took them from.....and we are still climbing in the ranks.


      • #18
        How about (I seen Arragil suggest this earlier on 8-8-12) when a wild is defeated, instead of those original enemy troops dying and disappearing) those troops become yours and remain to protect the wild? Those troops won't be considered in your "might" and are not available for combat.

        Original suggestion :
        I'm not sure if this has been suggested already but here is my idea to make attacks against your wilds from other players fairer:

        When you capture a wild it already has a set amount of troops you have to conquer right? Well... what if those troops didn't die when you attacked, but were converted into your army instead?

        Here's how it could work:

        - The wild's army becomes part of your total troops, but cannot leave the wild. Let's say you conquer a lvl 10 wild which has 50k various troops. Your cconquering army has 90k troops. Your army takes 20k losses, but you conquer the wild. The wild's army resets to 50k troops which cannot be reassigned but are your defense. Your left with your original 70k troops with the option to recall.

        - Now if JohnnyWildFlipper wants to steal your wild he'll have to send enough troops to take that lvl of wild. Bear in mind he will suffer losses, just as you did when conquering the wild.

        - And here's the kicker: Your troops in the wild gain all your research bonuses and any attack / life bonuses you have active. They may also gain the strength bonus of your best Knight (Let's call it his influential bonus) just like when you attack another city.

        - The option is there to include the conquered troops in your wilds as part of your total might as well.

        - And if you're not happy with the size wild army defending it you can reinforce with your own troops still.

        I have come up with this idea in 10 minutes. I'm sure with a bit more thought Kabam can implement this into the game. This will make wild flipping a little more difficult as there will be losses from the attacker as well.


        • #19
          Just attack your wild again. They usually have left it or attacked with minimal troops. I just send in a few knights and take it back, while hitting their city with small multiple attacks to disguise it.


          • #20
            Hi, I hit the create button in worlds by Mistake and now I can't get back to my original level 19 city. Please help.


            • #21
              Originally posted by Unregistered View Post
              Just attack your wild again. They usually have left it or attacked with minimal troops. I just send in a few knights and take it back, while hitting their city with small multiple attacks to disguise it.
              The problem with this is many people aren't stealing the wilds for personal use, instead they take them and then just abandon them. I like the other idea of the wild resetting to it's orginal troop count so if someone wanted to attack your wild it would be like attacking a wild not owned by anyone. An added bonus would be the wild getting any research bonuses/buffs the player has. Lastly having your own troops re-inforcing the wild not count as a march.... Currently if you wanted to reinforce every wild you own you wouldnt have any marches left to attack or transport.


              • #22
                I like this idea!!

                Originally posted by MGRg3 View Post
                As much as you make a good point, wild flipping in the long run is a never ending annoyance. With up to 9 wilds and where you can only send 9 marches, you cannot defend your wild appropriately. Along with the encamped troops consuming food, it becomes a hindrance in the games design. I can make wilds far away, but that doesnt mean it won't be found. Easy or not, a determined wild flipper will find them. Most wild flippers do not have any wilds of their own in order to flip them. They also will not open their doors so you can attack. I propose 2 options, allow the troops encamped in the wild not to consume food and not be counted as one of my marches out so that I can still produce food to grow and send out troops for real attacks and transporting goods. OR my second option is for people who flip wilds be only allowed to flip a certain number of wilds per 24hr period and anything that exceeds that number forces their troops to Unhide for 24 hours. Wild flippers who have no wild and never opens their doors, gives the 90% of us no option to do anything.
                to add my 2 pennies... I think that u should not need knights to march to wilds or at least be able to recall just your knight from them


                • #23
                  you are able to defend all of your wilds and recall troops when you want to attack or transport then reinforce your wilds again when you are done. Stop whining about this stupid crap.defend your wilds or don't. If you could defend your wilds without using marches more people would attack them because want troops killed and you would not have a knight assigned and therefore no knight bonus.