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    Your Elvenar Team

Surprise Attacks

  • Thread starter DeletedUser12423
  • Start date

DeletedUser12423

Guest
Surprise Attacks - The advantage you want to have, the advantage you don't want the enemy province to get! You couldn't negotiate Surprise Attacks, but they should be relatively weaker then the normal attack of the same province type.

Surprise Treasure - A small reward you find once in a while when you scout one of your own boosted goods provinces. Also, a random prize for some Surprise Attacks.
 

DeletedUser2959

Guest
OK but for it to be a surprise attack you'd have to choose your army without seeing what the enemy has. And if you lost you wouldn't get a report telling you why. And you only get one surprise attack per province.
 

DeletedUser12423

Guest
More deetails pleeze
Surprise Treasure would be entirely up to Inno, of course. That could be implented in a free scout cost or free negotiate (once per surprise attack).

Surprise Attacks would not be too common, with a frequency that depends on how many times you negotiated an encounter that day. It would start off with 0% chance of occering on the the first encounter you negotiate in a 24 hour period. This would scale by 1% for each encounter you negotiate beyond the first, to a realistic maximum of 50%.

Surprise Attacks would have their own window, allowing you to choose only 3 squads. Surprise attacks will always only have 3 squads. And you can not negotiate surprise attacks.
 

Ashrem

Oh Wise One
What is the balance? Since you can't negotiate them, only win or lose, what happens if you lose? Is that province forever closed to you, or do you have to keep trying to fight until you win, or does it turn into a normal province after you lose the surprise attack? I can imagine it easily being a big turn-off for players who don't ever want to fight, which is a fair chunk of the user-base.

As far as surprise treasure, again, balance? Simply adding more free loot without taking anything away moves the game toward a loot-pinata model and tends to have a negative effect on the long term viability. Games need to have risk and reward in balance. Without struggle, people lose interest quickly.
 
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