DeletedUser54602
Guest
Proposal: fix/rework how seastorm affects hydras
Reason: Hydras are NOT ships.
Details/Visual Aids:
TL;DR: How on earth can Sea Storm still be allowed to sink colony ships? The mechanic is stupid beyond belief.
Okay, up until like an hour ago I thought Sea Storm could only damage ships. It even clearly says so in the description:
Therefore, I've always built hydras in my CS city ever since I first lost a CS from a Sea Storm with a Trireme fleet (and realized how badly designed of a spell Sea Storm really is). Hydras are not ships. They are not affected by favorable wind. They are not affected by Zuretha. They are not affected by Ram. Hydras are not ships. Noone who ever played a CCG (collectable card game) would accept that wording, it is simply wrong.
Secondly, even if it wouldn't affect hydras, it is still the worst mechanic in the game. It is counter intuitive. It is random. It is the opposite of interactive. It is cheesy. It ruins days of planning and teamwork at the press of a button. It is simply not a fun mechanic and bad game design. Why would you want to punish people for sending large fleets with CS's? How do you explain to a new player that it is a bad idea to protect your CS, because a random spell might cause it to break if there are more ships with it? It goes straight against other parts of the game design and mechanics, not to mention common sense.
Let me explain this to the game designers who obviously never played the game enough to understand their own mechanics.
When attacking a city, you send a CS, you send clearing attacks that will land before the CS, and you send support to land after the CS.
Defenders send support to land before the CS, and attacks to land after the CS.
In a perfect world, the attackers' and defenders' attacks and supports roughly take out eachother. This is the effect of the anti timer.
So what is the job of the CS? Answer: The CS fleet is there to fight against the inevitable 0-1 second snipe from whatever units there are in the city you are attacking. If the city contains DLU, a good player will dodge all incoming attacks and make sure that DLU is there on the second before the CS lands. If that city is a slinger city, the CS will have to defend against those slingers on the same second that it lands. The meta works this way because there is no anti timer for troops coming from the same city. The CS needs to 1v1 that city, whatever is in it. And then we can't send ships with our CS because then it will sink?
So, how did I find out that Hydras can not protect you from the Sea Storm cheese? Well, just now, me and my alliance are doing an operation against one of the largest players on our server. We've been planning this for days. So I send the CS. After a couple of hours (slow speed world) he uses purification, wisdom, sea storm, and my CS and 6 hydras instantly die. Attack over.
Yay teamwork. Yay planning. Yay random factor.
The guy also has several cities on his islands called "-player name's- farm no1,2,3" and so on. I'm guessing a friend of his created these for him to farm. I guess it's technically not cheating, but damn, that's just low. All of them are small and have high temple levels. He is clearly farming them for favor to cast purify and sea storm on incoming CS's. And it's working, the guy is number 5 (!) in battle points on the whole server. (Do all top players have dedicated farm players create farms for them?)
The reality that now hits me (the reality that I still haven't gotten around this horrible mechanic and never will) makes me want to quit the game. I've earlier seen other players outright quit when their CS gets sunk by a Sea Storm and I totally get it. It's a horrible mechanic for player retention. I've got better things to do than plan for days and see someone click two buttons and it's all for nothing.
Who thought of this mechanic and why on earth is it still in the game?
To give a constructive suggestion of a change (other than rework the whole damn magic system because it's awful), you could change Sea Storm so that ships in the selected fleet fight with 20% lower efficiency in the upcoming battle, instead of destroying the ships. Zeus Rage should work similarly.
Balance/Abuse Prevention: None required.
Reason: Hydras are NOT ships.
Details/Visual Aids:
TL;DR: How on earth can Sea Storm still be allowed to sink colony ships? The mechanic is stupid beyond belief.
Okay, up until like an hour ago I thought Sea Storm could only damage ships. It even clearly says so in the description:

Therefore, I've always built hydras in my CS city ever since I first lost a CS from a Sea Storm with a Trireme fleet (and realized how badly designed of a spell Sea Storm really is). Hydras are not ships. They are not affected by favorable wind. They are not affected by Zuretha. They are not affected by Ram. Hydras are not ships. Noone who ever played a CCG (collectable card game) would accept that wording, it is simply wrong.
Secondly, even if it wouldn't affect hydras, it is still the worst mechanic in the game. It is counter intuitive. It is random. It is the opposite of interactive. It is cheesy. It ruins days of planning and teamwork at the press of a button. It is simply not a fun mechanic and bad game design. Why would you want to punish people for sending large fleets with CS's? How do you explain to a new player that it is a bad idea to protect your CS, because a random spell might cause it to break if there are more ships with it? It goes straight against other parts of the game design and mechanics, not to mention common sense.
Let me explain this to the game designers who obviously never played the game enough to understand their own mechanics.
When attacking a city, you send a CS, you send clearing attacks that will land before the CS, and you send support to land after the CS.
Defenders send support to land before the CS, and attacks to land after the CS.
In a perfect world, the attackers' and defenders' attacks and supports roughly take out eachother. This is the effect of the anti timer.
So what is the job of the CS? Answer: The CS fleet is there to fight against the inevitable 0-1 second snipe from whatever units there are in the city you are attacking. If the city contains DLU, a good player will dodge all incoming attacks and make sure that DLU is there on the second before the CS lands. If that city is a slinger city, the CS will have to defend against those slingers on the same second that it lands. The meta works this way because there is no anti timer for troops coming from the same city. The CS needs to 1v1 that city, whatever is in it. And then we can't send ships with our CS because then it will sink?
So, how did I find out that Hydras can not protect you from the Sea Storm cheese? Well, just now, me and my alliance are doing an operation against one of the largest players on our server. We've been planning this for days. So I send the CS. After a couple of hours (slow speed world) he uses purification, wisdom, sea storm, and my CS and 6 hydras instantly die. Attack over.

Yay teamwork. Yay planning. Yay random factor.
The guy also has several cities on his islands called "-player name's- farm no1,2,3" and so on. I'm guessing a friend of his created these for him to farm. I guess it's technically not cheating, but damn, that's just low. All of them are small and have high temple levels. He is clearly farming them for favor to cast purify and sea storm on incoming CS's. And it's working, the guy is number 5 (!) in battle points on the whole server. (Do all top players have dedicated farm players create farms for them?)
The reality that now hits me (the reality that I still haven't gotten around this horrible mechanic and never will) makes me want to quit the game. I've earlier seen other players outright quit when their CS gets sunk by a Sea Storm and I totally get it. It's a horrible mechanic for player retention. I've got better things to do than plan for days and see someone click two buttons and it's all for nothing.
Who thought of this mechanic and why on earth is it still in the game?
To give a constructive suggestion of a change (other than rework the whole damn magic system because it's awful), you could change Sea Storm so that ships in the selected fleet fight with 20% lower efficiency in the upcoming battle, instead of destroying the ships. Zeus Rage should work similarly.
Balance/Abuse Prevention: None required.