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The New Sadness System!

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  • The New Sadness System!

    I am introducing the new idea of the sadness system. This system is a form of forcing your troops out and plundering resources that are protected by the storehouse.

    Ok so in this system, it will go by this formula. When it is released, everyone will obviously have 0 sadness. Everytime you get defeated, you sadness will go up by 5 percent. Everytime you defend successfully, it will go down by 5 percent. Also, same goes for attacking. If you attack someone and win, your sadness goes down by 5 percent, if you lose it goes up by 5 percent!

    Explanation for this: Well, if you get attacked and defeated, everyone will be sad that their king is not powerful enough to defend them. If you lose an attack against someone, all of your citizens would be sad becuase all of their fellow family members and friends got killed for nothing. (that's why I think it should increase saddness)
    Now, if you defend your city successfully, everyone would be happy that the king is powerful enought to protect them! If you win an attack against someone, sure the family members and friends would be sad they lost their loved ones, but it was for a good cause and plus their kingdom was powerful enough to take someone else down! (that's why is should decrease sadness)

    What your saddness percentage will affect: whatever your sadness is, that how much your army is exposed and thats the decrease your storehouse can hold. For example... If your happiness is 10 percent and your storehouse can protect 100,000 resources and you have 10,000 troops, 1,000 troops are FORCED to defend and your storehouse only holds 90,000 resources now.

    What do you guys think

  • #2
    Originally posted by Rambo24 View Post
    I am introducing the new idea of the sadness system. This system is a form of forcing your troops out and plundering resources that are protected by the storehouse.

    Ok so in this system, it will go by this formula. When it is released, everyone will obviously have 0 sadness. Everytime you get defeated, you sadness will go up by 5 percent. Everytime you defend successfully, it will go down by 5 percent. Also, same goes for attacking. If you attack someone and win, your sadness goes down by 5 percent, if you lose it goes up by 5 percent!

    Explanation for this: Well, if you get attacked and defeated, everyone will be sad that their king is not powerful enough to defend them. If you lose an attack against someone, all of your citizens would be sad becuase all of their fellow family members and friends got killed for nothing. (that's why I think it should increase saddness)
    Now, if you defend your city successfully, everyone would be happy that the king is powerful enought to protect them! If you win an attack against someone, sure the family members and friends would be sad they lost their loved ones, but it was for a good cause and plus their kingdom was powerful enough to take someone else down! (that's why is should decrease sadness)

    What your saddness percentage will affect: whatever your sadness is, that how much your army is exposed and thats the decrease your storehouse can hold. For example... If your happiness is 10 percent and your storehouse can protect 100,000 resources and you have 10,000 troops, 1,000 troops are FORCED to defend and your storehouse only holds 90,000 resources now.

    What do you guys think
    I like this idea a bit but there would still need to be a limit on who can attack who cause you will start getting high lvl players killing off smaller army or newbies just to keep happiness up, but in turn the newbie or small guy would lose out conciderably cause they'd never get a chance to rebuild cause of higher lvl ppl trying to keep happiness up, I think your on to a great idea but like all great ideas could use a possible tweak here or there, great thought tho

    Comment


    • #3
      Originally posted by Rambo24 View Post
      I am introducing the new idea of the sadness system. This system is a form of forcing your troops out and plundering resources that are protected by the storehouse.

      Ok so in this system, it will go by this formula. When it is released, everyone will obviously have 0 sadness. Everytime you get defeated, you sadness will go up by 5 percent. Everytime you defend successfully, it will go down by 5 percent. Also, same goes for attacking. If you attack someone and win, your sadness goes down by 5 percent, if you lose it goes up by 5 percent!

      Explanation for this: Well, if you get attacked and defeated, everyone will be sad that their king is not powerful enough to defend them. If you lose an attack against someone, all of your citizens would be sad becuase all of their fellow family members and friends got killed for nothing. (that's why I think it should increase saddness)
      Now, if you defend your city successfully, everyone would be happy that the king is powerful enought to protect them! If you win an attack against someone, sure the family members and friends would be sad they lost their loved ones, but it was for a good cause and plus their kingdom was powerful enough to take someone else down! (that's why is should decrease sadness)

      What your saddness percentage will affect: whatever your sadness is, that how much your army is exposed and thats the decrease your storehouse can hold. For example... If your happiness is 10 percent and your storehouse can protect 100,000 resources and you have 10,000 troops, 1,000 troops are FORCED to defend and your storehouse only holds 90,000 resources now.

      What do you guys think

      Nice try rambo! but i don't like it. lol

      This will help the strongest one and disavantage the weaker.
      The game is already setup in a way that stronger get stronger and the gap between strong and weak still grow.
      ex: When you have 2 city, you get a hugh boost vs the one who still have one.
      The more strong you are the harder it should be to get stronger.

      Your idea goes on the opposite.
      The higher the gap between user the higher you lose customer.

      I still beleive something have to be done against the on who hide.
      i'll post suggestion soon!

      Comment


      • #4
        Originally posted by Rambo24 View Post
        I am introducing the new idea of the sadness system. This system is a form of forcing your troops out and plundering resources that are protected by the storehouse.

        Ok so in this system, it will go by this formula. When it is released, everyone will obviously have 0 sadness. Everytime you get defeated, you sadness will go up by 5 percent. Everytime you defend successfully, it will go down by 5 percent. Also, same goes for attacking. If you attack someone and win, your sadness goes down by 5 percent, if you lose it goes up by 5 percent!

        Explanation for this: Well, if you get attacked and defeated, everyone will be sad that their king is not powerful enough to defend them. If you lose an attack against someone, all of your citizens would be sad becuase all of their fellow family members and friends got killed for nothing. (that's why I think it should increase saddness)
        Now, if you defend your city successfully, everyone would be happy that the king is powerful enought to protect them! If you win an attack against someone, sure the family members and friends would be sad they lost their loved ones, but it was for a good cause and plus their kingdom was powerful enough to take someone else down! (that's why is should decrease sadness)

        What your saddness percentage will affect: whatever your sadness is, that how much your army is exposed and thats the decrease your storehouse can hold. For example... If your happiness is 10 percent and your storehouse can protect 100,000 resources and you have 10,000 troops, 1,000 troops are FORCED to defend and your storehouse only holds 90,000 resources now.

        What do you guys think
        Sorry have to agree with the others. A system like this is easily abused by large players. The main issue is decreasing sadness by winning when you send an attack. I could quickly spam attack a bunch of small players to get my sadness back to 0. Also I could increase the sadness of my enemy by sending lots of single troops attacks (assuming they are not defending). The basic idea is cool but the implementation is off. Evony had an awesome system. Wish Evony would release an iOS version so I could switch back to playing that.

        Comment


        • #5
          Well it doesn't matter. Obviously if they are large, this will be to their advantage.

          The weaker players obviously don't focus on the game enough so I personally don't care...
          Bumped

          Comment


          • #6
            I also think it would suck to put a restriction on who you can hit...


            On a FaceBook game "Backyard Monsters" (which you guys might like) doesnt let you attack people that are on a way lower level than you unless they attack you first.
            Bumped

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