Passed Staging Area

Would you like to see this idea implemented?

  • Yes

    Votes: 42 75.0%
  • No

    Votes: 14 25.0%

  • Total voters
    56
  • Poll closed .
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DeletedUser

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Staging Areas

Proposal:

I propose to introduce a feature that enables players to use troops from cities they own, that are too far from an area of conflict, more effectively. To do this would require the creation of staging areas.

I realise this idea has been suggested before but from my knowledge all previous suggestions were along the lines of allowing players to mass all their troops for a combined attack rather than multiple attacks from various cities. The ability to pool troops.

See Staging Areas for reference.

Reason:

I have 29 cities (1 in holding for a friend) in world theta. I conquered many cities in a certain region to be in a better position to assault an alliance, which we won. Now I find that these cities are just too far away from the new area of conflict to be of real use. No matter what, the conflicts that we inherently face in this game will be in different places. Therefore the ability to create "proxy" staging areas from which your troops can attack would allow for a much more intense game, since more cities would be utilised in offencives.

Details:

Please read everything before commenting on any aspect of this proposal in case I answer your querry below.

(SW)1.0 Location I am suggesting that anchor points be put to better use by not only having them be able to be colonised with completely new cities but by also being able to create a staging area there. A staging area will have a different graphic to normal cities when viewed from the map, similarly to how a 5,000 point city has a different graphic to a 10,000 point city.

(SW)1.1 Creation These areas would require a Colony Ship to be sent to them and the usual 48-hour time limit applies; a staging area cannot be created more than 48 hours from the city creating it as dictated by the speed of a Colony Ship. When one selects an anchor point they will have the option of either founding a new city there or creating a staging area. In order to create a staging area an investment of 25000 of each resource must be paid. It will take the Colony Ship a certain amount of time to reach the destination and upon reaching it would take an additional 24 hours to set up the staging area.

eg. I have a city with 25,000 of each resource in and a Colony Ship sitting in port. The travel time to my targetted anchor point is 43 hours and I launch on a Friday at 6pm. The Colony Ship will arrive at 1pm the following Sunday. However, the area will only be complete on the following Monday at 1pm.

This is similar to the manner in which a new city is founded. NB. the Colony Ship will need to be escorted by a minimum of 1 warship and a minimum of 1 troop (as with most features using the Colony Ship).

(SW)1.2 Pre-requisites

(D)"In order for a city to be able to create a staging area it must be at least a 10,000 point city".

Also, a player may only create a staging area for every 15 cities they own.

eg. I have 37 cities, I can have 2 staging areas at one time.

(SW)1.3 Destruction
-by owner
There will be a new tab in the agora labelled "Staging Areas" from which you can see all the necessary information on your staging areas (this will be developed later). From this tab the owner of a staging area may choose to destroy a staging area that is no longer of use to them. This will free up space for another staging area to be created elsewhere. First, however, the staging area must be empty of all troops before demolition can commence, this includes troops on movements or as support in other cities that were sent from the staging area. Secondly, demolition will take 96 hours to complete. This can be cancelled by the player within the first 48 hours, but after that demolition has gone too far to be cancelled. While the staging area is being demolished it cannot be used at all by the player who owns it. The available slot for a new staging area for the player will become available once demolition has completed. Once a staging area is destroyed it returns to an anchor point.

-by other players
It is essential that there be a way for other players to disable and destroy staging areas to cripple a certain player's presence in their region. In order to do this they must follow the normal procedure for conquering a city, whether by revolt or through the conquest system. Should a player successfully conquer an opponent's staging area then they will immediately gain control of this staging area. They will, however, be given the choice once they have conquered it to either keep the area for themselves (there must be an available slot for a staging area) or destroy it immediately. Should the player keep the area, they lose their Colony Ship and their troops remain to support the new staging area, as with a normal conquest. Should they, however, decide to destroy the staging area then it will immediately become an anchor point again and the conqueror's troops and Colony Ship will return to the city from which they came.

NB. Players are not able to attack or destroy their own staging areas using the conquest method, similarly to how one cannot attack and kill their own troops in a city they own. Also, any troops that are on movements or are positioned as support in other cities that were sent from the staging area will immediately turn back and return to their home cities after the staging area from which they were sent is destroyed.

(SW)1.4 Interaction A staging area will be interacted with by its owner in a similar way to a normal city, with an overview. This will be a different graphic to the normal city overview as a staging area does not contain any production facilities and cannot produce troops, ships or resources itself. All it will have is a farm with a maximum population capacity of 7000 farm spaces (please discuss below as this is open to consideration) though it cannot enlist militia and an agora in which you can see the troops from various cities that are supporting it. The distinction of from where troops came from is key, see point 1.5 for details. To access a staging area there would be an additional drop down menu found next to the current one shown in the city overview for accessing cities. There will also be a warehouse which can store 25,000 of each resource in it and there will also be a wall surrounding the staging area. Since a staging area is an offencive platform primarily, this wall will only be able to be built up to level 10 using resources stored in the warehouse. Since there are no resource production facilities present in the staging area, the resources required for development will have to be supplied through the marketplace from other cities. When the staging area is first formed, however, the 25,000 of each resource paid to set off the Colony Ship will be present in the warehouse. Since labour would be scarce in such a camp (not including the soldiers) the cost to upgrade the wall would be double the normal cost for each level, as would the time needed, yet the defencive bonus provided would be the same. The wall can be built up levels by clicking on the wall itself rather than a senate building, only one level at a time can be queued for construction and each level will use up a certain number of farm spaces as specified in the link below. Since when a staging area is created it will have a level 0 wall, to access the screen from which you can upgrade the wall you merely need to click on the region where it would normally be located.

See Wall Wiki for reference.

For a visual aid on the staging area overview see Va.1 below.

(SW)1.5 Attacking with a staging area From staging areas you can attack just as you can attack from a normal city but you are only allowed to attack with troops from one city at a time, you are not able to pool troops from various cities into one large, brute force attack. One can only attack players who have a certain number of points relative to their own, see abuse prevention for details. One can attack both player and ghost cities from staging areas.
1.5.1 Conquering from staging areas One can conquer from a staging area but only if the target city is within the 48-hour time limit of the city from which the Colony Ship comes, not a 48-hour time limit from the staging area.

eg. I have a city supporting one of my staging areas with a CS, the staging area is 45 hours away by Colony Ship from this city. I decide to target an enemy's city using the staging area and troops held there. This target city is only 12 hours away from the staging area but this 12 hours is in a direction away from the Colony Ship's city. This means that the target is more than 48 hours from the Colony Ship's city and so is out of conquest range.
1.5.2 Creating a staging area from a staging area As mentioned above, to create a staging area requires a 10,000 point city (see criterion 1.2) but a staging area itself is not a real city and provides no points to its owner, merely an offencive or defencive platform. Therefore one cannot create another staging area from a staging area.

(SW)1.6 Attacking a staging area One can attack staging areas that belong to other players just as they can attack other cities. There are absolutely no differences.
1.6.1 Espionage of staging areas One cannot spy from a staging area since there is no cave. One can, however, spy on a staging area and see the troops present there but not the cities they come from. The owner of the staging area will recieve a notification that their staging area was spied on and by whom, the player who spied on the staging area would recieve a complete report.
 
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DeletedUser

Guest
1.6.2 Divine powers and staging areas One cannot cast any divine powers on a staging area, whether it is positive or negative. One can, however, cast divine powers on attacks sent from a staging area, both negative and positive.

(SW)1.7 Troops in a staging area In order to station troops in a staging area, one must send them using a new troop movement function called "station troops" from the owning city to the staging area from the normal support screen.

For a visiual aid on the difference between the normal "support" function and the "station" function see Va.3 below.

Once a troop, or ship, is stationed in the staging area it will consume a number of available farm spaces from the 7000 total.

eg. a Light Ship will consume 10 farm spaces whereas a slinger would consume just 1.

Although these troops are no longer in the owning city and are in the staging area, the owning city does not regain any farm spaces similarly to how a supporting city will not regain the farm space value of the troops they have supported another city with. The 7000 farm spaces of the staging area are merely a cap on the number of troops one can hold there.

Only the owner of the staging area may "station" troops in their staging area though any player, including the owner, may send support to the staging area.

(SW)1.8 Support As mentioned above any player can support a staging area with troops or ships but only units sent using the "station" function by the owner of the staging are will be able to go on further movements fom the staging area. All other support will act in the same way as when supporting a normal city, it will not consume the farm spaces of the staging area but will also be unable to make further movements until returned to the owning city.
1.8.1 Supporting from a staging area You can support others from a staging area if you want, it is exactly the same as the current supporting process. Remember that you will only be able to use "stationed" troops in movements from the staging area, this includes supporting other cities.

(SW)1.9 New Tab in the Agora In order to easily see information regarding staging areas one can use a new tab in the agora, labelled "Staging Areas". This tab will be similar to the Culture tab in that it shows how many staging areas in total a player may own, how many staging areas currently the player does own and the necessary no. of cities required before a new staging area slot becomes available. Think of the system as the culture system, with culture points being cities (the factor that determines the number of potential staging areas).
1.9.1 Agora of a staging area A staging area will have its own agora, as mentioned above and from here one can distinguish in full detail the origins of troops in the staging area and also whether they are support or have been stationed in the staging area.

For more detail on a staging area's agora see Va.4 below.

Visual Aids:

(SW)Va.1 Staging Area overview.
StagingAreaOverview.jpg


1. The additional drop-down menu for interacting with staging areas and choosing which one to interact with, similar to current city drop-down menu.

2. Lack of worshipped god since no god is worshipped in a staging area as the only available buildings are the wall, farm, agora and warehouse (as seen in the image).

3. There can be no divine invocations cast on a staging area, of any sort and since there is no senate there is no build tab above the troops movements either.

(SW)Va.2 Staging Area overview with distinction between support and stationed troops.
StagingAreaOverview1.jpg


(SW)Va.3 The new "Station" function will be next to the support function when dealing with staging areas.
StagingArea-1.jpg


(SW)Va.4 Staging Area agora.
StagingAreaAgora.jpg


Balance:

I have attempted to deal with any issues about balance above but I am open to suggestions on further ways in which this could unbalance the game.

The most important issue regarding balance I have tried to adress is that of the number of troops one can hold in a staging area since if one can only create a staging area for every 15 cities they own, it would be silly to make the cap for no. of troops in a staging area 15 times the maximum no. of farm spaces in a city since that would enable larger players to use all of their cities which would be unfair and excessive. Therefore I have tried to place the total farm space of a staging area at a number that seems appropriate to me. I am very open to comment on this subject.

(D)To resolve the issue of large alliances over-using this feature there will be a restriction of only one staging area per island in game. Therefore there can be only one staging area placed on an island with NPC villages and also only one on islands without NPC villages.

This will allow for the idea to change the game but not to drastically change the balance since alliances will not be able to have an overwhelming effect on areas they do not control.

Abuse Prevention:

(D)To resolve the issue that this idea would help larger players and as a result negatively affect smaller players one can only attack players who have at least 15% of their own overall points from a staging area.

eg. Player A has 300,000 points and a staging area near player B. Player B has 43,000 points and so cannot be attacked by player A from the staging area. Player C, however, who has 48,000 points can be attacked.

Summary:

In conclusion this idea would be for, in essence, "proxy" mini-cities allowing for more efficient use of cities belonging to large players which are not on the “front line”. It would also allow players who themselves are not on the “front line” to participate to a greater extent in attacks and defence.

If you have read this far then thank you, I had to use two posts since my total word count was in excess of the maximum allowed. If you have any comments or suggestions please post below. Preferably constructive though.

(D)Accredited for help developing idea - Metal Core
 
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DeletedUser

Guest
Wow, this is very confusing, but after reading it I actually don't feel like I wasted 5 minutes :p +Rep
 

DeletedUser2663

Guest
i disagree with the max city required. i believe a better one would be a 10K+ city, nearly all people have 10K+ cities and very few waste farmspace to get a max 13K+ city. It would fit in with the community that play better IMO.

apart from that i have no qualms with this idea. you are the first one to actually develop this idea well. i think 7000 is a fine amount, considering you can get 1 per 15 cities that is a good balance. well done and +rep for doing this. i would vote yes for this idea.
 

DeletedUser13436

Guest
Brilliant idea! This will make the game a little difficult for the smaller people though if larger players can easily access so much distance.
 

DeletedUser

Guest
Does anyone have any suggestions for how to reduce the negative implications for smaller players?
 

DeletedUser2663

Guest
Does anyone have any suggestions for how to reduce the negative implications for smaller players?

maybe make it so attacks launched from a staging area can only attack players that are a certain size relative to the attacking player? this could be to make sure the staging area is used for attacking big players instead if small ones
 

DeletedUser

Guest
maybe make it so attacks launched from a staging area can only attack players that are a certain size relative to the attacking player? this could be to make sure the staging area is used for attacking big players instead if small ones

hmm maybe double the effects of morale when attacking from a staging point?
 

DeletedUser

Guest
So what sort of figures would you think appropriate?

eg. A player of 230,000 points is attacking from a staging area. They can only attack players who are are at least 10% of their size? 15%?

I think 20% and below being protected may be a bit too much considering a 45K player can still do some damage if they want to and know what they are doing.
 

DeletedUser2663

Guest
15% sounds good means say a 150k player can only attack players bigger than 20k. sounds reasonable to me
 

DeletedUser12319

Guest
Of course I'm still out of your league but it really sounds great and it makes each world somehow "globalized": for the time being, going from one Ocean to another (only with 1 in the middle) is just craziness or not more than a dream.

Apart from liking the concept I must say that you have explained it wonderfully. I hope the do implement it.
 

DeletedUser12319

Guest
Staging Areas

(SW)1.0 Location I am suggesting that anchor points be put to better use by not only having them be able to be colonised with completely new cities but by also being able to create a staging area there.


Regarding the location for the anchor points I would suggest to be used only those mini islands with no farming villages, that are so un-apealing, unless considering only location advantages.

Another thing: taking over any of those anchor points by another player should be less difficult than taking over a "real" city.
 

DeletedUser

Guest
If we make all anchor points available for creating staging areas then that would immediately make them all more attractive and useful. Second, it is already easier to conquer and destroy a staging area than a normal city since it has a maximum wall level of 10 which makes for a far easier job conquering.
 

DeletedUser1405

Guest
Its still a worrying setup when a large player can move around at will, and look to take cities away from his/her core, this will be used to set up large areas by large alliances to move into as One unit.
Think of this, you get an alliance with 300 players all over 10 villages each, all the players decide to set up a vantage point in the next ocean along, they can all set up these staging areas close together and wipe out any resistance around them with sheer volume of numbers.
If this can be ironed out then all good the idea will and should move forward.
 
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