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   Forums-->Ideas and suggestions-->

AuthorOption to disable the ability to catch players while ambushi
Some love it, others hate it.
Catching a player when you set an ambush.

Why not make an option in personal settings that you can switch on / off. Yes I want be able to catch players, no I dont want to.

So if you want to reduce caravan strenght in min arts you cant catch players. They are useless. They dont want it, we dont want it and caravan strenght doesnt change.

Oh well .. useless suggestion. Dead server no admins so it doesnt matter what I type here does it?
Besides, it only "encourages" us to go AFK.
If we lose, we have to wait one hour until we can set the next ambush.
So whats the purpose of -2 luck for 1 hour?
It disappears before we can set the next ambush.
Sven I'm glad those losers, bad sportsmen etc.etc (who go afk after their ambush hits a tuff opponent) not too many of them reaches to lvl 12.

But I agree with your point in 2, punishment for afk in ambush should be more severe.

For the main idea in this post, well, not that appealing to me.

There are many absolutely min art ambusher around, so walking with medium art has some merits :d
I would like to add something to what Sven91 said.

If YOU, are the thief then YUO should be able to pick who you rob. It should be made something like this:
You set up an ambush and wait. whenever there is something to ambush, you have a choice, for example: "Caravan of DE is walking by {ambush/skip}" or "Player -xxx- is walking by {ambush/skip}" and so on. what im trying to say is that since you are the thief, YUO have the initiative and u can pick who to ambush.
While I like the idea, I hate Sven91's reasoning why this should be implemented. Sven91's reasoning is strictly for personal gain. I rather like Pentagon's reasoning that thieves should be able to choose to some extent who they want to ambush, but not to the extent of seeing Player -xxx-.

But if this idea is implemented, I would like to see a thief hunting guild, merc quests to hunt thieves, merchant guild, or some other benefit to travelers that has been mentioned many times. Why? Just so the game is balanced.
While I like the idea, if we went with Pantheon's reasoning, wouldn't there have to be a monster's guild too, and an invasion guild, as well as a hunted guild?
for Pantheon:
yep, you upgraded my idea -- i like it +1 :D
+1 to Pantheon's (and, subsequently, Pentagon's) idea, it sounds more like it then a thief jumping out of the bushes without checking who passes by first.
On the same note, I think the ambusher should be able to choose the size of the ambush map (current one or old 12*12), since it makes sense that the ambusher would pick a location that favours their troops. But I also think there should be some way for travellers to increase their chance of travelling safely, perhaps by paying a fee (for guards that'll make the thief not attack you, or a bribe to the Thieve's Guild) and some mission/guild for catching/defeating thieves.
I don't like that idea because I don't like thives :-D

First thieves were happy because everyone traveled with min AP, max units. Then players started to develop strategies against thieves (1 unit, full art) and suddenly thieves aren't satisfied ;-) no wonder.

On the other hand, the idea is perfectly logical. Thief sees his victim sooner than the victim sees him. But then I think the guards in 9# are very interesting idea :-)

And what I agree the most is that it doesn't matter what we write here ;-) It's just some dreaming.
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