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Suggestion Possible system for battle TP timers

Your thoughts on this?

  • There are parts of this post that should be taken into consideration for Loka.

    Votes: 6 66.7%
  • I don't find this to be necessary.

    Votes: 3 33.3%

  • Total voters
    9

MasonMcBadbat

Well-Known Member
Slicer
*Be warned I have not taken deep consideration of all the effects that a system such as this could have*
That's why I'm bringing it up here :D

People on Loka generally agree on these two things:
- Towns can, and have, become far larger than what most of loka would prefer. Some messy maps out there.
- The higher taxes have certainly reduced this problem. However, it hasn't gone away.

My suggestion: A teleport system like the one we have currently, where the tiles touching the home tile of a town have faster TP times, but implement that system on a continental scale. The distance in tiles it takes to reach the battle from the town tile determines just how long it'll take before fresh faces arrive to help.

Reason 1: It makes sense. Half the struggle in wars comes down to logistics. Armies must march to the field. A larger empire comes with the problem of having so much land to cover. Rebellions don't start under the king's nose, they start at the farthest reaches of the kingdom.

Reason 2: It changes the meta. Currently, if you're weaker than your opponent you get crushed. If they can beat you once they can do it again and again until you're pushed back to your town. There you might find some fortune in the faster teleport times but by then you're already on the doorstep of defeat. Some might say "that's life gg ez" but if we want a lasting community, we should strive for a system that doesn't crush a town down into a one province minor.

Reason 3: It creates a border. Theoretically, in a long hard-fought war, there should come a time where:
Town A (better fighters) has pushed the enemy some distance, increasing the time that it takes for their dead to come assist, making chances of victory lower.
Town B (better lore writers) have been pushed back closer to their town, decreasing the time it takes for their dead to assist, making chances of victory higher.

At this border, Town A is hindered enough and Town B is buffed enough to create a balanced fight while still rewarding Town A for their skill in battle via a larger territory than Town B.

Reason 4: This doesn't flip the game on its head. The only thing this change would mean for a superior force is that they must take more caution not to die early in fights. Archers must be protected. Strategy comes to the forefront for these towns. So long as the superior force can prevent casualties, the time it takes to TP back in doesn't matter. For a Loka example, Sku doesn't die (often). If Rayward and a couple friends start out miles away from the nearest covenant town and plan to use the TP timer system to their advantage. They first have to kill the guy. Even with this massive advantage in TP time I think we can all agree they're about 6 auto-crits away from death every time they come back.

Note that this gives all larger towns a disadvantage in battles and is not meant to nerf or buff any side.
Thanks for reading this text wall, gO FoRTh!

*No Idea if I can edit posts after posting but if I can further edits will be noted below*
 

BuscoNombre

Well-Known Member
Slicer
I think that the warp time is the most balanced thing on loka about pvp. We already have the thing that makes towns warp faster if they are figthing in a tile near their town, that helps them to start raising their towns more easily. So besides this giving a nerf to larger towns i dont think it would be more fair because they are already in that slightly "disadvantage" against new towns starting to expand.
 

Mrp

Well-Known Member
Slicer
Really interesting idea! Well thought out. I think it would make fights more interesting for sure and it doesn't make it impossible for the superior forces either. a big potential problem though is having multiple towns in an alliance. If kalros is taken as an example each respective town could just attack from different points on the map thus rendering the disadvantage they should be getting for winning all the time obsolete. If it was possible to work out in a meaningful way despite big alliances with multiple towns I would be all for it though! It's a cool way of raising the difficulty level as a force gets deeper and deeper behind enemy lines. Great suggestion!
 

Mrp

Well-Known Member
Slicer
This would also buff new towns that spring up against huge alliances, not in a crazy way that would mean the superior force would have to lose, but if the new town could score some kills and the enemies couldn't tp for quite a while they might stand more of a chance just starting out. It's hard to come up with an idea that changes the meta while also not driving the more skilled players or newer players into the ground by nerfing them so hard.
 

MasonMcBadbat

Well-Known Member
Slicer
There would have to be a discussion on how this would be implemented in a way that doesn't promote the proxy town strat though. This system would be designed to benefit of for example Kebab. Not Eldritch fighting TGF via Kebab.
 

Mrp

Well-Known Member
Slicer
With the new reins change I don't know how effective proxies can be anymore. If enough people come from another town to take fights off of a bigger alliance that wouldn't be a proxy. Since both sides get reins and only one reins can be called against an alliance a day I don' think this change would somehow make proxies more viable.
 

SirMaltier

New Member
Slicer
would it be possible for a non-alliance warp time with this? I'd see potential for this idea in that, if for example theres a TGF civil war, and it's New Arxem and Dong Dank versus Cincia and Cornerstone, the soldiers from New Arxem would have to travel farther to get to the Dong Dank land, but it would also take longer for the soldiers from cornerstone to get their to (if it was on the cincia-dong dank border)

I think implementation of something like that would also cause the placement of troops in towns be more carefully planned, as well as the planning of town locations. For example with this, Eldritch can't just send all their help to Hilo, they'd have to send some troops to auru, silverhand, and Hilo to keep the odds fair, and Stromgarde can't fully carry a wintersgrasp fight.

https://gyazo.com/cc9d8e5cf4604a0bfb0f4166613b12a0
 

Xovious

Member
Slicer
The logic behind it makes sense, except for the fact that if you're going for a logical view on how armies transport, it wouldn't really apply to Loka since it's all through a teleportation beacon that is practically instant, and is simply a cooldown on how often it could be used (since it's transporting great distances I guess, but if that's the case and you have to take a special ship from Aladra to even get to each continent from another, it must take at least 3 times the time of a beacon 6min timer, which is insane!). From a balance point of view, if you think about it, yes it helps small towns keep their land, but it helps bigger alliances keep their land too. It goes both ways because if you think about it, that would mean that, for example, the Covenant could transport much faster on Ascalon than an enemy could from Garama or Kalros if they were beachheading us. An alliance that I used to find impenetrable would be made absolutely invincible if something like this were added, because with a buffed time warp that favors them, they could visit the fight much more often and taking their territory would be so much more difficult. In the end, to me, it boils down to skill. If you don't have the skill, you don't own the territory. That's what Crypt and Mag seem to have gone for this entire time, and they've succeeded for the most part. This idea is a good one but I think it could take some more thought put into it and changed to where it couldn't impact alliances, and just simply make it easier for small towns to have some territory and for proxies or for the function itself to not be abused in a competitive conquest view, either by rules made or by coding a solution.

Oh, and I agree with the point brought up about proxies before hand, proxy towns just basically got a nerf, but they're still viable in many situations. Adding more situations that they're useful in will put us on the wrong path with conquest, to me.
 

TimeCentaur

Member
Slicer
I do like the idea behind this but what makes me iffy on it is the fact that it would make fights far from the town become more of 1 round wins the game as opposed to 4 rounds of fighting to win.

Besides that point I do really like how this works well with the double take people would have on taking a territory 20 tiles away.
 
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