KSuggestions
From HiveWiki
Knighthood > Suggestions
[edit] How to edit this page
If you want to add a suggestion, first, check to see that it hasn't already been suggested. Then, find the proper category, such as Combat, Vassals, or New Buildings. Click the "edit" button near that section, and insert your changes at the bottom of that section. If you don't see the section you're looking for, click edit at the top of this page, scroll down to the bottom, and type ==New Section==, replacing the words New Section with the name of your proposed topic. Please make sure that the topic is a good broad one before adding, otherwise we'll get all cluttered up. ***
[edit] Suggestions
[edit] Inflation
The cost of buying vassals keeps going up but the gold income does not. Should the rate of gold production follow the inflation rate of vassal purchases to some extent (though not necessarily an exact linkage) including a reduction if the cost of vassals goes down. This may help players in developing their kingdoms more steadily.
The suggestion above would simply fuel further inflation. I would instead suggest better economic management to bring the inflation down. Find vassals that are sovereign and haven't logged in for a long long while and flood them onto the market. Make vassals less valuable by for example requiring their food/upkeep to be paid for: that might also increase the supply of them. You could also push down the prices of all the freemen or add freemen with longer contracts. Many other changes will have side-effects on the inflation. Anything that reduces the amount of gold in circulation will do the job.
[edit] Market
The tools presently provided make market research very difficult. The following are some proposals to give players a better idea of fair market values. This is an important tool for war mode and peace mode lords alike.
[edit] Market History
Presently, you can filter mercenaries and vassals by power and sort by power or fee. This is useful when making a purchase, but does not provide much information to sellers. I would like to see a "market history" display that will either list the last number of trades (say, 100) or list all trades in the last number of hours (say 72). If you'd like to monetize this information, subscribers could see larger sets of history (say 200 trades or 168 hours).
In addition to vassals still on the market (which are still "unsuccessful" prices), this will give visibility to recent "successful" prices as well.
[edit] Market Indexes
It would be nice to see historical data for certain classes of trades (defining these may be difficult) for instance: track the price of inactive 20-21 knights. This would give an interesting view of the economy as things like "inflation" can be tracked. This would supplement market history for infrequent trades, where the last market history data might be very old and obsolete (90 days, etc).
[edit] Items to sell
I am wondering why we cannot buy credits for gold. If we can buy gold with credits, should it not also be the same the other way around? Or at least be able to hire the freemen for gold just like you can for credits...that way we can EARN our way to the top, unlike those who can afford to pay their way to the top, making it fair for all, even though it may take longer to earn our way....it would also make the game more interesting, because it would present a challenge to those individuals who pay for things without earning it (this is supposed to be a competitive game is it not?). Or perhaps those individuals who do pay their way are intimidated by those of us who earn our way???
[edit] Serfs & other NPCs
The only thing in this game that one uses REAL MONEY for it seems is to hire freemen... and also freemen are the only things in this game that simply vanish after a short time! WTF? If I'm going to pay REAL MONEY for something in the game I want it to be permanent at least.
Anyway I would like to see some NPCs that stick around and could be bought for regular gold.
And seriously I always thought you shoud be able to buy serfs! At the very least you should get a free serf with each promotion.***
This makes sense in keeping with the base power of each rank. To begin, the knight has a base of 20 which seems to be 10 plus the combined serf power of 5 each. To extend this, the baron with a base of 30 could have an additional two serfs or a "Major Domo." I like the idea of additional titles actually, similar to how the "Steward" is added.
On attaining the new rank, the player would get as an added "serf class" (non-offense; non-ranking) character as follows.
- Baron/Baroness: Major Domo = 10 (+5 in Castle)
- Viscount/Viscountess: Revenuer = 10 (+5 in Marketplace)
- Count/Countess: Sergeant of Arms = 10 (+5 in Garrison)
- Marquis/Marquise: Physician = 10 (+5 in Hospital)
- Duke/Duchess: Craftsman = 10 (+5 in Workshop or weapon factories)
- King/Queen: Mystic = 10 (+5 in Guardhouse, Tower, or Church)
- Emperor/Empress: Bailiff = 10 (+5 in Trapper, Blockhouse, or Outpost)
[edit] Alliances
[edit] Alliance By Marriage
If a female or male player get married in the game, this should elevate them to the same Title, make their enemies and allies common, and make it possible for them to use each other's vassals (by permission) to maintain their properties. There could even be an optional joint property clause in the marriage, which makes either some buildings joint properties between the two, or all property their common property. The marriage could be conditional to the conquering of a certain personage, capturing of a certain vassal or a dowry and gold transaction, depending on the marriage contract between the two, etc. There's so much more that could be included in this clause. You could even have a joint vassal clause, or vassals loyal to both of them, and could only be assigned with both their consents, and their loyalty is conditional upon the marriage if a Divorce is acquired (and it should have it's own clauses) then the joint vassals are automatically released.
This of course, is conditional upon making the marriage feature available.
[edit] Gifting
- Allied players in peace mode are enabled to give up to 100x power in gold per 24 hours to ranked allied players.
- Allied players gain an additional "Gift to ally" option per day.
- The number of "Rescue" attacks an allied player has is reduced to 5 upon joining the alliance. Each player in the same bracket as a player who holds a vassal that is loyal to an ally automatically recieves 5 rescue attacks against the player holding the vassal. If the rescue is successful, the vassal returns to the player it's loyal to. Eg. Baron Hibi loses a vassal to Count Hobo and uses his 5 rescues to no avail. Viscount Hebe who is allied to Baron Hibi happens to find Count Hobo in his bracket, and gains 5 rescue attacks against Count Hobo. The rescue is successful, and the stolen vassal upon being rescued winds up in the court of Baron Hibi.
- Allied players can't sell each other.
I would like to be able to manage vassals from the main Capital page (currently we have to delve deeper to find the link to accomplish this). I would like to be able to give credits to my vassals.
[edit] Attacking
- Players in an alliance (depending on their rank within the alliance) may "open up" an enemy who has attacked them to attack by other members of the alliance, a number of attacks equal to the number of times the offending player attacked them less 10! eg. Count Hobo attacked Baron Hibi 50 times to steal a vassal, so Baron Hibi has 40 attacks against Count Hobo to give to his allies... so he decides to give 20 attacks to King Haba and 20 attacks to Dutchess Hubu. (This number could be modified of course based on the rank of the player receiving the free attacks) *Counts as a "Allied Counterattack" and is subject to trappers, expires 24 hours after the initial attack.
BTW I don't give a crap how abusive this is if you have to attack someone 50 times you deserve to get smacked around thank you very much!
[edit] Scrolls
A scroll is defined as a list of players that have been identified by those in the alliance.
- Dead Sea Scroll: this is a list of players to whom people have identified as being a dead player, or one that is no longer active and therefore can have a vassal seized fairly easy. When Viewing the scroll the scroll displays the list of players around the current viewers power level, plus/minus 10.
- Target Scroll: This is a list of players that have been listed as being targeted by those people of the alliance.
[edit] Buildings
[edit] Auto-Build Feature
Have an auto-build feature, so you can choose a series of upgrades and/or expansions, numbering each in the order you want it built. When one finishes, the next on the list automatically begins. This way, the hammers/anvils generated by your castle/workshop won't be wasted, even when the Lord isn't logged in to Knighthood exactly when one project is completed. There could be a limit to the number or 'cost' of the items on the auto-build list. Or, tied to the activity of the player (so players who never log in to Facebook can't just build up to level 12 buildings while still at Knight level).
[edit] Hammer/Anvil Bank
Or, instead of an auto-build feature, have a 'hammer/anvil bank' where you can save up hammers/anvils to build things. This way, vassals in the Castle/Workshop can be working even if you haven't assigned a particular building project. Think of it as if the vassals in Castle/Workshop are stonemasons, shaping the rough stones into usable blocks, even though they don't know yet what those particular stones will be used for. Then you can use hammers/anvils saved in the bank to apply to expansions/upgrades at a later time. Maybe players could even give hammers/anvils as gifts or buy and sell (and raid) them, as if the players are selling/trading/stealing these rough-hewn stones.
[edit] Vassals with Buildings
How about with each new building you get one vassal for that building. This would bring your power level up, but these vassals would only be useable in that building. This would make it that all building would have someone in it, and you would benefit from extra work. The new vassals would not be seize-able, or sell-able, but it would give people a reason to keep building. These vassals could also be powered up as you reach upgrade levels, maybe at level 1 a vassal is a power 5, but at level 3 they are power 10 and so on. Thus making your over all ranking go up as you upgrade. Please note, I mean by a vassal being for one build only as they are not moveable, and don't count as a vassal in the building, so if the expansion is at 4, you have this new vassal + 4 others, giving you a stronger defense.
[edit] Auction Block
As an upgrade/advanced market structure. ie Market rank 5 enables building of "Auction Block" this structure enables the selling of vassals. Either as direct sale, or contact: "Slave" or "Serf". Expanding the Auction Block would enable selling more vassals, Upgrading it would extend the duration you could sell people as Serfs (upgrade 1 = a day, 2 3 days, 3, week, 4, 2 weeks, 5 a month... revolving payment for vassal sales).
- also*
[edit] Slave Pits
Growing the "Auction Block" structure mentioned above would enable "Slave Pits" structure. Vassals put in the Slave Pits have their "seize cool down" expire faster. Expanding it allows more seized vassals to be placed there... upgrading it increases the effect. Where as a rank 5 upgraded Slave pit may make the Seize timer 1/2 or 3/4 shorter.
))these two improvements would add a new dynamic to the game, making merchanting, or buying/selling of people and or vassals an aspect of the game. "Slave Trading" as a career path..or way to advance...without having to worry about attacking/defending.((
- Boo/hiss to the slave pit idea. There's already no mechanism built in to remove players from the game once they have un-installed it. Once un-installed, there should be a waiting period, then the un-installed player reverts back to squirrel status. Slavery, which is the destiny of the un-installed player now, stuck forever as an enslaved 20, is not "Knightly", "Noble" or an honourable practice. In the free world, slavery went out of fashion years ago as soon as we realized slaves actually were people and had rights. Anyone who has un-installed has CLEARLY expressed the fact that they no longer wish to be participants... yet their profiles exist in perpetuity and they become the currency of the alliances. Not cool at all. Instead of encouraging the continued practice of slavery, the Devs should be working on eliminating the problem, because this one is even a bigger problem than trapper passing.Weaponofmassinstruction 22:07, 28 April 2008 (PDT)
- If the DEVs removed 20s from the game like you suggest it would make the alliances even more powerful. How would new players ever be able to rise in power? Simple answer they wouldn't because the 20s they rely on to attain higher power vassals wouldn't be there and the people you suggest would be hurt by this would only become more power. I) Because even if the top players lost all their twenties hardly would it reduce their rank. 2) It would make joining an alliance even more important if you ever planned to succeed. I personally like this idea, however I think you should be able to pass vassals from liege to liege with these types of upgrades, but in order to be passed you couldn't have a loyalty timer and can only be passed every say 72 hours? Viscount150 16:58, 1 May 2008 (CST)
[edit] Moat
I'm surprised no one has suggested a moat for greater protection Upgrades could include animals (of aquatic nature, preferably dangerous and/or vile) that would add to your Defence.
______________
Alternative option for the Moat - it could replace the trapper which, lets face it, has its problems, as outlined.
To hinder spamattacks, the idea is to have the attacker lose a vassal! The "problem" of vassal transfer arises from the fact that said vassal appears in the defenders court.
Solution: the trapped vassal becomes sovereign. And his swear fealty button is greyed out for a certain ammount of time. (Even a few hours would be enough). No more transfer and the admitted purpose of cracking down on spammattacks is actually reinforced because there is no way to get your vassal back easily. (You'd have to wait and hope the vassal is loyal to you.)
This allows the vassal to 'climb out of the moat' on whichever side s/he wants or choses to be loyal to.
A Playing player can swear to whoever within a say 24 to 48 hour period A non-playing player can be reclaimed after say 48 hours until say 72 hours, then they can be claimed by their new liege from 72 to 120 hours, after which if unclaimed / unsworn, they are dumped into the void.
The 'trapping' Lord can only claim that vassal on the basis of 2 independent things:
1. The vassal in the moat being a non-playing vassal (i.e. can't swear fealty as they are not 'playing the game'.) and 2. The Lord who attacked and lost the vassal 'abandoning' the lost vassal -i.e. no rescue attempt or ransom within a timer period.
This would mean that the Moat (new Trapper) serves to dissuade spam attacks but doesn't drop a load of sovereign non-players into the void. It would also provide a potential reward to the player with the feature so they can claim an abandoned vassal by 'pulling them out of the moat' Maybe it should cost some Gold to rescue them from the water.
[edit] Zoo
Or equivalent place where animals could be raised; to put in buildings OR attached to vassals to add to their defence similar to the Blockhouse Fish to Alligators to Sea monsters (for the moat) Guard dogs to Horses to Dragons - please refer to Stables and Dungeons for Horses and Dragons.
[edit] Housing
- Would not contain vassals so would not need to be defended but would place a cap on how many vassals could be housed and must be expanded/upgraded to hold more.
- 5 vassals per Level or "House".
- would limit number of vassals but not power so would focus on gaining stronger vassals rather than filling up with squirrels. which can cause competitiveness and more seizure attempts.
- could be linked to castle size to stop players power rising well above there rank without advancing, such as mercs.
-possibly easier to add this cap straight on the court?
[edit] Dungeon/Prison
- Option 1
Placing a vassal in the prison would actually punish your vassal by lowering their power.as the guardhouse defends against all rebellion this could add extra defense against a rebellion by this vassal. this would add a whole new level to vassalship and being loyal. upgrades would raise the amount that the detainee is damaged. it could also have extra seizure defense like the tower. this could be a last resort to defend somebody if the tower is full. i guess this could be a feature of the tower with a friend/foe check-box.
- Option 2 for Dungeon - Dragons.
Discussion board found here: http://www.facebook.com/topic.php?uid=5541055185&topic=68706 As well as the first suggestion, or instead, the option to hold dragons. First for my idea random happenings have to be implemented, however. The dragon randomly appears when you are online, you can choose to attack it, restrain and tame it, or sneak past it and steal some gold. If you kill it you get it's treasure. 200x it's power. There can be a different species of dragon for each rank (Lady - Empress, however many dragons that is.... 8? The power would be random, but within the range of the species.) , and I say that it happens to peace mode people too!
However you can't leave to go to the hospital and heal once you engage in battle with the dragon (think about it, if your fighting a dragon can you just say "Can you wait a minute, I need to go to the hospital to heal my wounds. Brb.") You can choose to bail anytime though, and dragons cannot do anything but do damage.
Now, on the occasion where someone restains and tames a dragon (and they will only have this option if they have a dungeon) they can play their dragon in the dungeon. I say the dungeon must be size 3 to hold 1 dragon. (To prevent people from having too many dragons) When the dragon is in the dungeon, he will collect gold for you. 20x on the first day, increasing 2x every day. His pile will keep getting bigger, the bigger it gets the less tame he gets. The dragon can join in an uprising and his power will count in the uprising (It will be random, but the less tame he is the more chance) The dragon can also rebel (less tame, more chance) and if you are in peace mode abandon you (less tame, more chance) You can make sure he stays more tame by collecting the gold in his pile but it will reset it back to 20x a day. To collect his gold you must "sneak" it away from him. High Alert will help you do this. If he catches you, makes him less tame. You also have the option of restaining him (always works) but it makes him less tame.
Lastly, dragons to not add to TAS, your Power, or defense. You cannot use them to attack others. (Yes they do have their own power rating though) However, liege's will see them in your list of vassals and be able to attack them to either kill them or raid them specifically for their own gold pile. To raid, they have to get through your people assigned to your dungeon, the dragon's power x 2, and the wall. To kill, you must get the dragons health to 0. Other lieges cannot seize dragons.
Once a dragon rebels and succeeds, abandons you, is killed, etc there is no way of getting him back.
[edit] Treasury
vassals in this building would make gold much as the market does but his gold could be funded directly to upgrades/builds, or paid directly to contained vassals, or "taxes" to a liege. not all of the gold should be debited as people would put vassals in here instead of the market constantly and nobody would have gold to raid which would take away from gameplay. maybe when upgraded instead of making more gold a higher percentage of the money could be fund directly. this building could also at a bit of defense to your gold stash.
[edit] Wells
Players could build one or more wells within the Castle and/or other areas of the Capital, to gain an added health bonus and increased resistance to seige. One of the attack options could be to poison an enemy's well. Perhaps the wells would need to be placed away from production areas (workshop, pikeshop, axeshop, swordshop, etc) to prevent contamination.
[edit] Rest House
This is a place for workers to get a power-nap (because everybody loves power-naps) between double shifts. effectively it will allow fresh reserves to be posted into walls/palisade/watchtowers in case of emergency whilst your away. see "Auto Rotation of Reserves" under "Combat". upgrades would effect how much retreating defenders would be healed. this could also enable vassal queuing. see "Queues" under "Gameplay, Communications, Interface".
[edit] Portcullis (or Gatehouse)
- Could defend a new area of buildings as the list grows, exactly the same as palisade/watchtowers/wall, adds another angle of gameplay for bigger capitals. it makes sense that bigger cities should have more vulnerable spots. maybe would only come into effect after certain level castle, or after certain building is made, to stop smaller cities having yet another open defense (like most peoples watchtowers).
- Maybe building this could give a small bonus upgrade to the the original defenses (to kind of symbolizing sharing the load)
- This could be called the "Gatehouse" and the portcullis could be some feature of it, to block movement in some way, or to block escaping rescue attempts, etc.
[edit] New Outer Area
- there should be an area outside the city walls as most of the population would have lived here.
- maybe have their own defense buildings. see below.
[edit] Farmlands & Dock
- Both would likely be outside of your capital.
- Maybe they could only be used by squirrels.
- Farms would make food that would be stored/sent/spent like gold and could be traded with the dock (below).
- Vassals at dock would be used to man fishing boats to catch food (See above and "Gameplay Communications Interface>More Resources").
- Dock can produce more food than farmlands, but hard to build and only after level 5 farm.
- Upgrades/Expands work same as castle and workshop.
- Bonus feature off dock: Trade routes can be set up with other players: Food collected be each boat can be sold at other players docks for gold. Needs some thought on implementing it still.
[edit] Banquet Hall
This could be where the vassals are fed if hunger levels are introduced see "Gameplay,Communications,Interface>More Resources". This would work in exactly the same way as the hospital.
- Work done in the hall feeds all troops.
- Vassals in hall eat faster.
- Money can be paid to feed individual/all vassals.
- Upgrades increase food production.
[edit] Travel Inn
- Maybe a system for sending vassals to other players
- So that it doesn't get abused, there would have to be limitations,
- It could take a lengthy amount of time to "travel" between capitals.
- During this time on the road the vassal would be significantly less defended.
- This could also be on the outer land with the farmlands.
- vassal can only be trusted to travel once loyal, although this move would still be risky if the vassal wants to rebel.
- Upgrades would raise the defense of travelers
- The capacity would be the number of transfers allowed to be sent at a time. if not expanded, one cannot be sent until the previous has finished. capacity two, two at a time, etc.
[edit] Tavern
the tavern would contain off duty mercs. each vassal in the tavern would be advertised for rent either for a set fee or money per hour and with an optional time limit. if 1 of your vassals is in use as a merc, you will be able to take on a merc from somebody else in their place. if your places are full and your vassal returns your lowest powered hired vassal would be returned. if you cannot pay the vassal is returned. this would mean you could effectively replace your vassals if you could afford it. you could call back your vassals with a short notice period and a contract can be terminated at any time by the paying liege. on the capital's tavern page as well as an assign vassals button there would be a hire vassals button which would show a list of vassals for hire, sortable by price and/or power. loyalty would not changed, and they should not should not replace their colleagues on attack lists, meaning they would still be seized from your tavern not he enemies capital. upgrades could add to the power of the hired vassal.
[edit] Apothecary
The apothecary would allow vassals to make vials of poison or medicine, with power equal to their power. Making vials would take 24 hours. A vassal could carry only one at a time. It would appear next to their sword of zeal. The vassal inside the apothecary randomly select which to make, but if put in for another 24 hours, would carefully dispose of the first over the course of 24 hours, and begin to make the other.
A vassal with a vial of medicine would drink it if injured, and over the course of a day, the vial would dole out the healing within it... assuming that vassal had additional injuries to heal.
A vassal with a vial of poison would carry it on his person, and if captured, would conceal it from his captor, and at some point starting 24 hours before the end of his period of captivity (upgrades to the apothecary would make the vassal start poisoning progressively earlier,) would use the vial to poison his captor's lieges over the course of 24 hours, randomly selecting one from the area of weakest defenses, and dealing him damage until the poison is gone, or the vassal is reduced to 0. Putting stolen vassals in the apothecary for 24 hours would prevent the poisoning attacks, but ideally the apothecary would be placed in a hard to defend area.
[edit] Parade Field
In the middle ages, Lords would provide training for their vassals. In fact, that was what being a squire was all about. I suggest that you add the ability to build a parade field on which to train your vassals. Training would add to their permanent power rating, the same way acquiring a title would. This would allow a Lord or Lady to take a less aggressive posture and still be able to advance.
[edit] Coffers'
This would be a place where you could keep gold, and it would be less accessible. When people started attacking you, it wouldn't be included in the gold stolen, but as your defenses are weakened more gold could be taken. Possible options would be gold can be taken only if the attack is X% stronger than defense. Another option would be that you could only reach the coffers after seizing a vassal. Or, there could be an option to put vassals in the Coffers just like putting vassals in the Blockhouse, and the Vassals in the Coffers protect the money. Each could also be used to pay other vassals specified amounts per day, week, or year, until there was no money, and the vassal being paid would get released. If need be, the tower could be modified to serve this purpose.
[edit] Bank
A bank could earn interest on the total amount of gold a player has in his treasury. The more vassals working it and the more upgraded it is, the better interest it would earn. This would give lords a reason to horde money, as the more money you have the more interest you can earn. This in turn would encourage raiders and provide a very concrete benefit to having your entire defensive line well fortified.
The Bank could be a high level building that required a prerequisite of a Size 5 Blockhouse.
The Bank, once built, would allow your Kingdom to earn interest. This could be based on the Kingdom's total vassal power vs. the total health of the vassals inside.
The vassals inside would defend against raids. This defense would be applied similarly to the defense from the blockhouse. Vassals inside the Bank would contribute < half of their power to the DARS of the Kingdom. Gold Defenders would take damage whenever a raid attempt was made on the kingdom.
Or your liege would have the bank that you would deposit your money in. The idea being that the lieges kingdom would be more secure than yours would. The liege would get a cut of the earnings off of the money by loaning it to other players within his/her kingdom. It would also give players a good reason to get with a liege that takes care of their money both physically keeping it from getting raided and financially by lending it out appropriately. The interest rates on loaned money should be set though much like the freemen rates are set to avoid predatory lending.
[edit] Library
- All manner of research can be done here and upgrades can be added to different buildings.
- This may also be a way to introduce new buildings, by researching them. A notice saying: your vassal found a new book in the library, then your vassals work to research (unlock buildings, make produce more efficient), just like the workshop upgrades.
it could be upgraded itself so vassals research faster.
- Could have bonus feature of allowing you to keep certain records. see "Gameplay Communications Interface>Lordview>More Details"
[edit] Spy House
- People in this building, could have a %chance (or some deciding method) for replacing seized vassals. they cannot rebel but when the loyalty counter is up they return. whilst seized they give you vital stats about the enemy. maybe one set of stats could be chosen when deploying (wall/watchtower/palisade strength, or who is in the tower, or trapper strength, the possibilities are endless). also whilst they are there, and maybe a little while after, you are always able to attack (they don't leave your bracket) as if they had been seized, to make sure your gained info is not useless. lieges could not help attack. that just isn't fair.
- One advantage of this building could be that you can "track" people.for example:
My attack bracket is constantly changing and although i recognize people in it its hard to remember more than a handful of people. it would be good if you could mark certain people, either because you know they're an easy/dangerous target, or because they pilfered all your women and gold last week (because some always skip town), so that next time they swing by they are highlighted somehow on your attack screen and/or a notice on your home page.
- you could select more people to watch depending on how many upgrades you have and %chance of spies being taken could rise too.
On a similar theme to help new people (who have lost vassals) and people stuck with a liege they can not escape from it should be possible to send or buy and escape kit if you have a spy house. These were common during World War 2 to help allies escape from POW camps. The escape kit once sent/activated should weaken a given area of the defences for a few hours allowing the vassal to escape. This does not count against the defences it only helps vassals escape their liege. n If other vassals happen to try and escape at the same time then this helps them to.
[edit] Wizards tower
You could charge a vassal here for an explosive bonus. It would take 48h to complete. When used in an attack, all vassals used in the attack will release 50% of their vassals, disband their armies and abandon its liege. Every vassal in the defending region has a 5% chance to get caught in the blast and do the same. If the defending region was defended less than 10x of the attacking power, all buildings in the region would have 5% chance of losing a level of size and upgrade. You can't have a church bonus at the same time. Putting a vassal to church would remove church bonus and vice versa.
[edit] Engineer's Factory
- Building this lowers cost of hammers/anvils in gold, and/or gives 1-time free upgrade to castle and workshop.
- Vassals in here are trained in engineering/trap building and deployed when a trapper is activated to "disarm" it.
- ...Or the could be charged like the church and used as normal but the "knowledge" is only useful if the trapper is activated.
- These would be pitted against the trapper, if they win a the trapper could be severely damaged or put out of action for a period of time. or if they fail one of they would be taken instead.
- This way you could use more low level vassals against the trapper instead of a few stronger levels without upgrading your barracks and so the losses would be less. this seems fairer because the trappers seem a bit too effective.
- Building this would allow 1 build and 1 upgrade to be queued
[edit] Siege Workshop
- Be able to build siege weapons like you build,upgrade or get gold now.
- There should be different weapons with different strengths and time to build on them.
examples would be *Ladders, +15 attack bonus, 15 000 hammers to build *Battering Ram, +30 attack bonus, 35 000 hammers to build *Ballista, +45 attack bonus, 60 000 hammers to build *Catapult, +60 attack bonus, 90 000 hammers to build *Trebuchets, +75 attack bonus, 140 000 hammers to build *Siege Towers, +90 attack bonus, 200 000 hammers to build
- a limit of one weapon per attack or a maximum number of weapons to match the number of vassals in the attack.
- siege weapons could have a manning allowance .. E.G. The siege tower has a manning value of 5 and the catapult of 2 .. so if you go into battle with 7 men you can have 3 catapults (manning total of 6), or 1 siege tower and 1 catapult, (S.T of 5 and Ct of 2 = 7 men).
- all weapons should be one use. you build the components in your workshop. drag them to the battle, use them and abandon them afterwards.
- Weapons should be able to be stockpiled and use at a time the player wants.
- also weapons could be used in rescues. making players consider weather to stockpile them or use them.
[edit] Keep
- Be able to store gold that can not be raided away.
- use a formula like keep strength x 10 = gold secured any gold over this can be raided.
[edit] Archery Range
- vassals assigned here should add to general defenses.
- use a formula like assigned vassals power * (assigned vassals power / total vassal power)
- or use alert % * assigned vassal power (no alert then no help, 100% alert then all power help)
- or use 25% of assigned vassal power
- vassals assigned to range should be 50% easier to seize.
[edit] Stables
See Discussion Forum Here: http://www.facebook.com/topic.php?uid=5541055185&topic=67664
Option 1
- Straight attack bonus of Attack bonus assigned vassals power / total vassal power
Option 2
- bonus attack power of 10% each vassal assigned.
- takes triple damage on attack
- can not attack again for 5 mins so you can attack with more strength, but have to wait longer between attacks.
Option 3
- Be able to build the Stables at Market 5 and Barracks 2
- At Stables size 1, you get your first Horse Male or Female, which you can pair to a vassal, which gives a straight away attack bonus which depends on the breeding of the horse.
- Can breed male and female horses to get a colt, male of female, must have room in stables to hold a colt.
- Better breeding makes better horses
- Can seize horses
- Can buy and sell horses
- Horses can die in combat
- Cannot "build" horses, only get a first free one. Must seize or buy or breed.
[edit] Grate Hall \ Guilds Hall
Should work similar to block house where all vassals assigned to fit out a particular vassal. As you fit out a vassal their power level should increase (allowing you to increase one of those 10's.) with the hidden catch that power belongs to the vassal and who ever they belong too. So you could be helping some one else or helping a vassal to rebel.
- vassal should increase 1 strength point at a time based on a formula similar to outposts alert rating. or something similar but take twice as long.
Alternative
- guilds hall could use vassals inside to help production in another selected building. So you would nominate a building eg.castle for the guild t help and their production would be increased by 25% of the halls total vassal power.
[edit] ABBEY \ MONASTERY
ABBEY \ MONASTERY should work similar to the church and for each hour a vassal is in the ABBEY \ MONASTERY they should get a Production bonus. When a vassal with a production bonus is put in a building that bonus should be added onto their production and decreased at the rate of 2 per hour. so a 20 powered vassal could be put in for 10 hrs to get a bonus of 10 and each hour the bonus would be applied. so 1st he they would have a production of 30, 2nd - 28, 3rd - 26, 4th - 24, 5th - 22, 6th - 20.
Ideas on a monastery can be two fold ... As vassels enter a monastery they convert to a monk and as such can not be involved in defense of the capital .. As a monk they can bring money in to the coffers as per the marketplace (just like most monastic houses in the medieval period) and they can provide a %age bonus to any hospital owned by the lord of the capital. The vassels should not be easily converted back to a standard vassel unless they rebel, I vassel as a monk for one lord does not mean the player of the actual vassel cannot carry on playing as a lord knight (lady) in their own right.
Also as the monastery grows/upgrades and or the amount of monk vassels you own your attack bonus goes up (think of the likes of the medieval crusades), each upgrade to the monastery would give you an additional +5% attack bonus above any other attack bonus acquired from other buildings in the ownership of the lord.
The monestry should be considered a powerful building, as it can possibly provide 2 or 3 bonus's to the owning lord, so these should only be available when the church is a certain size and/or at a certain level of upgrade (eg size 5 and 50% upgrade)
[edit] INN
INN should give you the chance to hire a mercenary for 7 days.
- to be able to hire a mercenary you should have to get to a recruiting power of 100% based on a similar formulation of outpost, but four times as long to get there.
- Mercenaries should available at any desired power with a cost formulation of
Total vassal power * Desired mercenary Power * 50%
- Mercenaries can be seized and act like any other vassal but head off after 7 days.
- This would help people wanting to get in the game, but have very few friends, or very few available due to other KH players using their friend base.
- Also help if you want help with a big build or need to rescue a few vassals and have a large amount of gold stored up (which is risky as it can be stolen).
- Yes other people are offering similar prostitution services in the Boards. This would allow people to have some one who won't rebel or demand to be released, but also add some risk by putting you in higher attack brackets and you won't be too keen t release them as it's your resources and gold gone.
[edit] Assassins House
This building could "knock out" an enemy vassal makeing his power to the owner go to zero for everything other than seizing that particular vassal. This would add a whole new dynamic to allow people to eliminate one of the defenders to allow them to either raid or seize a vassal or maby just to stop the trapper from killing every single one of their attacks. A proposed math of a suscessful knock out could be; if the person has there assisins house score greater than the targets health times two plus the sum of the other vassals health in the structure. There would also have to be a limit on the number of times this ability could be used durring a day in addition to how many times a person could have this done to them. Another possibility is that the alarm should remained unchanged if the "knock out" is succesful but if it fails it should raise the alarm. But this would be a whole new way to annoy players who have those massive defences and just sit with their trappers and take on all attackers.
[edit] SMITHY
Vassals in the SMITHY would be fitted with armor by the blacksmith, increasing his/her defensive power up to double his/her base power. If an armored vassal is assigned to a defensive building, or is the target of a seizure attempt, the armor must be destroyed before the vassal takes damage to his/her person.
[edit] Building Changes
I'd love to see a Blacksmith. Maybe after you build all the buildings that are offered (TO SIZE 5) You can have a Blacksmith.
Add an option that when building (castle/workshop/marketplace), there is another shop, call it " Blacksmith".
This option is where someone who has alot of vassals sitting in the court can place those lazy court vassals in the blacksmith shop to help their vassals build or upgrade. For Instance; I am a Liege and in my court I have 30 or 40 vassals just sitting there doing nothing, well, if I stick them 30-40 vassals into the "BLACKSMITH" shop it will increase the speed on Several of my vassals castle or workshop, or even the marketplace. The BLACKSMITH option shouldnt be something you have to build to a size or level, it should be there to help your vassals out. This would give yourself as a Liege a better edge in recruiting and make the game more tied together. I'd think the game has gotten away from the roots of loyalty and gone more over to hiring mercs and short term vassals. This option would encourage people to stay longer. If I took my 30 extra vassals and placed them into the blacksmith shop to build ONE of my vassals areas (workshop or castle) they may not want to leave me knowing that I am increasing thier building speed by XXX amount per hour
[edit] Deconstruction
The option to downgrade and reduce the size of buildings.
At its simplest it would be an easy way for someone who has enlarged their garrison too quickly to get their TAS back to something manageable, without requiring months spent in peace mode building defenses. As an overall mechanic buildings could be sold for a fraction of the gold it would have cost to buy them. This could potentially be useful if you are in the process of being spam attacked but have no gold on hand. Naturally before anything could be sold any buildings dependent upon that building or upgrade would have to be sold first.
[edit] Outpost and Alarm
Make it easier for new players to see what is going on with the outpost alarm. Have outpost display better information about alarm: whether it is rising or falling, how long until it reaches peak or decays back to zero. Should indicate if one needs to attack again to restart alarm.
[edit] Bug fixes (these really belong in KBugs!)
[edit] Rename Capital
I cant change my capital name, and Im not alone. I know how to, it just doesnt work (the capital name is still black text). I changed my friends whilst on my computer so i know im not doing it wrong and its nothing to do with my browser.
[edit] Alert percent
Maintaining a condition of constant alertness should be hard. Alert levels that never go down may unfairly imbalance the game, force new players to be at a much higher level of personal vigilance than older players, and make conquering, or siezing vassals from inactive accounts nearly impossible.
100% alertness should not last for more than a some hours without player input. High alertness should require changing of watchstanders. Vassals in the outpost should take damage for keeping the alert up. Exact timeframes should be discussed.
Or extended alert could cost money and/or health. Your vassals wont stay awake and alert all day every day without some cost to you.
[edit] Text Colour
Most of the text in the game has the system default colouring, but (almost) all of the background is explictly coloured white. Some people's system default text colour is white, so most pages end up white-on-white. All text should have an explicit colour.
[edit] Realm Rankings
- I don't know if this was intentional but I can only see overall rankings, friend rankings, and my primary network rankings. If possible I would like to be able to see rankings for all of my networks.
- In my Network/Friend rankings it still shows your overall rank number, could you change this to your network rank please.
- Friends who have not built a barracks do not show up on the rankings. could pre-baracks friends (not squirrels) show at the bottom of the rankings with a zero/blank rank so we can still see their power rating and jump to their lordview easily.
- Make squirrels (squires and handmaidens) count for only 0.5 point each in their liege's total power. Reduce the effect gaining or losing a squirrel has on attack brackets versus the effect of gaining or losing a more powerful vassal. Reduce (but do not eliminate) the penalty in attack brackets for having too many squirrels.
[edit] Titles, Fealty, and Rank
Unholy Matrimony Along the lines of "true fiefdom" posted below (where vassals must rank below their liege), consider an option for two lords to unite (regardless of sex since it is just a game) and create a special alliance within the game that requires a waiting period to execute and is required to last a minimum length of time before a "divorce" can be requested (which would also require a waiting period). Unions would provide some strategic advances to both participants, possibly a shortcut to promotions in the game for the weaker player (not by more than one level and not permanently if they divorce), but also mandatory exposure to being attacked throughout the honeymoon phase (which could be a significant length of time to deter most people from attempting it), and again during a separation phase if a divorce is requested. Divorcees can also attack one another during this period to see who gets what (and it could get ugly).
Seems like a pretty geeky idea eh? Well, I already wouldn't admit to my coworkers, for example, that I play this game! But if we're talking about feudalism at its best, getting hitched for all the wrong reasons ranks pretty high!
[edit] =Proposed New Rank Structure
Emperor/Empress power 50000; base power 200 -There can only be one. - Must be Sovereign -Must have at least 10 kings as vassals -Receives a 10% tribute from gold produced/stolen by all vassals -Receives a 5% bonus to TAS when all vassal kings are used in an attack. - If conquored, reduced in rank to king or killed (50% random chance of death), and all vassals over rank of duke become the vassals of the new emperor. - If there is an existing Emperor/Empress, the only way to attain the rank is by conquering the existing emperor/empress. -15% TAS bonus given vassal kings/queens and vassal prince/princesses who attempt to revolt. -If number of minimum vassal kings/queens is not maintained emperor/empress will be reduced in rank to High King -Must have built a cathedral
High King/High Queen power 45000; base power 120 -Must be sovereign -Must have at least one king/queen as a vassal -Receives a 10% tribute from gold produced/stolen by all vassals -Receives a 5% bonus to TAS when all vassal kings/queens are used in an attack. -If conqoured, reduced in rank to king -If number of minimum vassal kings/queens is not maintained, reduced in rank to king/queen -10% TAS bonus given vassal kings/queens and vassal prince/princesses who attempt to revolt. -Must have built a cathedral
King/Queen -Receives a 10% tribute from gold produced/stolen by all vassals -Must have built a cathedral power 40000; base power 115
Great Prince/Great Princess power 27000; base power 110. -Must be sovereign -Receives a 5% tribute from gold produced/stolen by all vassals -If conqoured, reduced in rank to prince/princess
Prince/Princess power 25000; base power 100.
Archduke/Archduchess power 17000; base power 90.
Grand Duke/Grand Duchess power 12000; base power 85.
Duke/Duchess power 9000; base power 80
Marquis/Marchoness power 2000; base power 70.
Count/Countess power 900; base power 60.
Viscount/Viscountess power 400; base power 50.
Baron/Baroness power 150; base power 40.
Knight Commander/Dame Commander power 60; base power 30.
Knight/Dame application installed; base power 20
[edit] Base Power
Currently base power goes up 10 when one gets the next level. However, as we see in most cases the power to reach the next level is double or triple of the previous one, which makes the 10 additional base power meaningless, especially for higher titles.
So I suggest instead of going up 10 each time, we should double base power each time, so that Knight/Lady has a base power of 20, Baron/Baroness 40, Viscount/Viscountess 80, etc...
Under current system it makes no sense, for example, that a Viscount/Viscountess' base power of 40 is less than the total power of a beginning Knight/Lady who, after only 2 days of just recruiting, has merely 21 Squire/Handmaiden, while the former is at least 10 times (if not more) more difficult to achieve than the later.
[edit] Name
An option to choose an alias, or just your surname. this should be constant once playing though so people can't use it to hide away.
I'd like to be able to put my alliance 'tag' next to my name, and have it show up on the attack page, so it is easier for people to know my alliance. I worry I may inadvertently attack someone in my own alliance, because I have to search for their tag in their motto.
[edit] Location
I have so many Knight Adams in my capital and its just a bit irritating. Maybe if their location was inlcluded also, such as Knight Adam of York, similar to actual nobles. This could be taken straight from their facebook network or hometown like their name and sex.
[edit] Fealty
There should be a minimum amount of time before you you can accept a released vassal back. So if you release some one they can not swear to you or be acknowledged and available to you until 24hrs later. Thus, they are sovereign or have to go somewhere else.
[edit] Promotion
There is some argument against basing title progression on both power and castle size, as this allows individuals to gain exceptional power without advancing in rank. Some suggest making power the deciding factor for rank, because it would make it more difficult to rescue even with group help. If power were the sole determining factor and there wouldn't be a confirmation for swearing fealty, it would be possible for your enemies to pledge allegiance to your vassals until they exceeded you in rank and automatically abandoned you. Enemies would then be able to demolish an opponent without ever taking damage. This could also be countered by adding a loyalty counter to anyone that leaves vassalage by growing in title, and once enemies would leave the vassal and it would return back to its original title, the original liege could reclaim the vassal. Castle size or upgrade level should not be criteria for rank.
A power Cap could solve some of these issues. Cap at 60 until Castle is upgraded. Then cap power again at 150 until Castle is upgraded again etc. Then the game would be more balanced, because a powerful 600 Merc Baron would not be able to give 600 power only 149.
If there is a concern about a power cap interfering with staying sovereign then To fix this perhaps they could have an either or way to increase your rank.
either 60 and upgrade or 100 = Baron(ess) 150 and 2 upgrades or 300 = Viscount(ess) 500 and 3 upgrades or 800 = Count(ess) etcetera etcetera etcetera...
...or you could have an Actual Power (capped power level) that would be used by your Liege in their Capitol, and a Theoretical Power (power you would have once you upgrade) that would be used in defending against conquer attempts.
[edit] Demotion
If somebody falls below the needed power level for a long period of time or by a large amount they should be demoted. This should not be instantaneos incase of fluctuations. So somebpdy should not be demoted because they fell 2 points below because some squirrels left. I think this because there is a viscount in my bracket (i am a baron) and i know i could easily conquer him in one attack except for the fact that he is too high rank. He was obviously a squirrel lord at some point and has dropped by 70 power since and is now only just over the baron threshold.
Note: This is even more the case now that you get automatically promoted if you go too high - a friend of mine was bulking up on mercs and friends for a rescue right when this new rule went into place, and is now permanently stuck as a Count although he is nowhere near Count power now and normally. We all now have to really careful during rescues that we don't add too many people, which also means that someone can release their biggest few vassals to come down the AB ranks and steal my vassals and then build back up, and I can't build to follow without going up a rank, which I don't want to do.
[edit] Soverign
There should be some advantage to being a soverign. The whole game would become much more lively and realistic if everyone suddenly wanted to be soverign.
Possible suggestions:
-Extra Soverign Power bonus
-Extra efficenciency of certain buildings (castle and market perhaps?)
-Some kind of Tax system, though possibly tricky, since alot of people don't keep their gold long enough to be taxed. Perhaps a "fake" tax system, in which soverigns recieve regular money for all vassels below them (including vassels of vassels etc), without actually taking gold off the vassels. Or, since the power level is already effected by this, some kind of regular gold proportional to power. Something like 10x power daily.
[edit] Vassals
[edit] Custom Titles
Allow the liege to grant a number of custom titles limited by their "title (castle) level". (i.e. a Baron can grant 1 vassal a custom title, Viscount 2, Duke 5, and so on).
These titles grant a meagre 5 pt power boost to the recipient and can show extra value to the vassal that is otherwise not obvious. For instance, if player Baron Beast of Castle Beaumont has among his vassals, fiance Lady Belle who doesn't actively play, he may want grant her the title "Princess" to give her a bit of extra defense against siezures and place her in more important buildings.
However, attacker Knight Gaston, through the custom title, may realize there are special value in Princess Belle to her liege and accurately realized she's being protected in the tower, sends out his vassals from the church and successfully capture her, only to ransom her for large sums of gold. This makes room for lots of roleplay and interesting game drama.
For the format of the title, Belle may be named "Lady Belle, Princess of Castle Beaumont", retaining the "Lady" as prefix to prevent confusion when people are browsing attack brackets etc.
Additionally, custom titles may be used in conjunction with other vassal suggestions below, such as granting one custom title "builder" with bonus to building/upgrading, but the liege may rename it to "Headmaster".
[edit] Specialization
Allow vassels to specialize in working in different parts of the kingdom. Stats can be earned by working in a section of the kingdom over time. For example, it would make sense that if one person spent all their time in the marketplace selling product, they would be more efficient in that area than someone who had spent all their time in the workshop, who would be very good at building things, and vice versa. Each stat could increase the efficiency of that vassel in that area of the kingdom.
[edit] Fealty Countdown
Many players get discouraged and stop playing after being captured by a Liege that treats them like chattel. Why not have a capture fealty countdown to give them hope so they stay engaged in the game. The captor deserves a decent period of service, maybe one month. One month after capture a vassal could independently abandon. I see several possible advantages:
- Players who get discouraged at being captured and held against their will would have hope and perhaps more would continue playing, making the game richer for us all.
- Even if they abandon the game for a while they would be able to start over. The game *is* very unforgiving. The danger element is exciting but many inexperienced players get burned. And some players are victims of malicious play. Maybe make the countdown depend on your title. One week for Knight/Lady, Two for Baron, Three for Viscount, etc.
- Some people feel that a handful of alliances have a stranglehold on the game. This rule would give some support to Lieges that engage their vassals cooperatively, balancing the playing field somewhat.
The Trapper would have to *not* reset the countdown since it is used by alliances to pass players around.
[edit] Dissent
Have an option for rebelling or uprising vassals that factors in the area where they rebel. For example, if people are in dissent in the court, only those in the court would count towards the rebelling force, though those who are loyal in the court as well as the watchtower would factor in to the defense (rebels in the watchtower would not affect either side, but if they overpower loyal subjects in the watchtower, they themselves would escape). this would be more effective because people who actually play the game would be able to escape despite the liege having a veritable army of squirrels doing nothing in their court.
either way, vassals in the guardhouse as well as the blockhouse would also contribute towards defense, so long as the people inside are loyal
- Ransom yourself*
I won't change the idea above as I like it, I merely wish to add y own idea and think this is a good place for it. In addition to the recently added option that allows a liege with a loyalty counter on a seized vassal to offer a ransom that can then be accepted and automatically exchange the vassal for gold, the vassal themselves should be able to plead for sovereighnty and offer their owv ransom after the loyalty counter has run out. I was very nervous when I was captured and my liege failed to rescue me in time, I had to pay my own ransom and had no way to know if the baron would release me or not. He could have taken my 10000 gold as some sort of tax and told me I was SOL. Luckily he was honorable enough to be good to his word, but not everyone in the game is like that I am sure. This option would make it easier for active players to ensure that they could choose a liege they could be truly loyal to and also allow lieges to give gold to players who had expressed dissent to buy their own freedom, thus helping to earn their loyalty and trust when you promise to protect them from guys like that.
- Work less*
If you don't like your liege, you wouldn't work as hard at your job. There could be an "unhappy" option, which would say halve your efficiency as a vassal.
[edit] Approval
Just because hes willing to serve doesn't mean i want him in my capital, lieges should have to accept vassals unless invited.
[edit] Conditional Loyalty
- Often, it would be more desirable to serve someone for a set amount of time, rather than to pledge an indefinite loyalty. A "Loyal to" countdown clock could be placed on the description page, just as it is shown for captives, but in this case, the lord they have pledged to will be named. Upon empty, they would be set free, unless captured by someone else.
- A vassal could set a optional minimum wage or sign-on fee, would be used by mercs and workers alike. this could also work the other way, a "tax" so to speak, for a lieges protection or knowledge.maybe a certain vassal could be the price. if the they do not agree or 1 runs out of money the vassal is released.
[edit] Open Loyalty
Lieges should be able to, rather than releasing a vassal, put a "allow to abandon" marker on vassals so they can abandon if they need to even when their lord is in WM. Sometimes I want to release my vassal so he/she can join someone else, but I have to make sure we are all online at the same time so she/he doesn't get conquered while transferring. Some vassals are always switching back and forth between me and a couple friends - it gets annoying to have to coordinate three people to be online at the same time, especially when we're in three different countries!
[edit] Personal Loyalty Timer
Sovereign vassals swearing freely to a new liege should have a loyalty timer, say 1/3 of the time on a seized vassal, where they are considered loyal to themselves. implement in conjunction with Combat > Loyal Attackers Only
[edit] Squirrel Countdown
Similar to the loyalty countdown, showing when the squirrel will leave your court.
[edit] Vassal Re-recruit
Several people have pointed out (rightly) that squire attrition promotes spam. On the other hand, leaving inactive players around has its own problems. So, how about a silent re-up option?
- Inactive squires leave service after 7 (or 10) days, as currently.
- The system keeps track and displays (on the invitation screen) your friends who are:
- active players
- current, inactive squirrels
- previous squires, no longer in service
- never invited (by you; or by anyone, if that's easy to implement)
- You can send invitations to types #3 & #4, counting against your 20/day limit.
- In the case of #4, it sends an invitation, just as it does now.
- In the case of #3, it automatically re-ups the squire, without sending a message.
This system has several strengths:
- You can keep up your buildings without spamming your friends.
- If you go inactive and stop monitoring your vassals, they become available to the pool.
- Powerful/experienced players cannot just store up vassals indefinitely.
[edit] Character Attributes
Not sure if this has been brought up, but I didn't see it anywhere so here it goes. It would be awesome if the user had to manage his/her vassals more frequently. If the vassal had moods or attributes that were effected by events. If you let the attributes reach an extreme level, you risk penalties such as Vassal abandonment, less work/revenue, etc.. Just a thought.
[edit] Vassal communications
It would be nice to be able to communicate with all of your vassals at once. This would foster the development of community by each Lord/Lady. "Kingdom Memos" could be limited to one or two a day to prevent overload/spamming.
A similar tool for community building would be a Kingdom Chat Room. Access could be limited to vassals. This would allow kingdoms to get together for virtual balls or strategy sessions. Combined with some of the ideas on game play (specialization, assigned roles, titles) this could significantly increase the relational aspect of the game and widen the appeal beyond those of us who enjoy strategy and competition.
A more efficient way of distributing allowances would be nice. Being able to pull up a page of all of your vassals and distribute gold in one fell swoop rather than pulling up each vassal individually.
[edit] In The Court
Currently vassals in the court are totally unproductive and useless. For those who maintain a supply of spare vassals in the court a benefit could be given in the total power of the vassals in the court being divided by 10 and that added to the productive capability of the marketplace. This would encourage those who have many facebook friends to invite them to the game where currently you can give your friends invitation fatigue. Assigning the 10% to the marketplace woudl mean that players could not achieve a military advantage by having a large court (though it could be argued that in a real situation acutally a large body of vassals in the court would be used militarily). I disagree - the whole point is you're not supposed to invite people you can't protect - you're only supposed to have enough vassals that you can fit in all your buildings. People who have excess numbers of 10 and 20s should get rid of them anyway - we need FEWER people on KH who aren't actually playing the game, not more - and people who have excess vassals who are stronger than that don't need any more advantages!
[edit] Combat
[edit] Minimum Defense
Have defensive structures (Watchtower, Wall, Palisade) add bonus points to defense for each vassal stationed there, according to the structure's upgrade level. Thus a Wall expanded to size 5 and upgraded to level 3, with 4 vassals on it all at zero health - would still provide 12 defense. This would provide a little help to defend against spam attacks at lower levels.
[edit] Minimum Attack
Require the attack to have power more than the number of defenders plus the upgrade level of the structure, in order for any of the defenders to take any damage. Thus if there are 6 defenders on a wall upgraded to level 5, the attack must have at least 12 power to have any effect at all on the defense. This is to reduce the effectiveness of spam attacks (but not eliminate them altogether), by requiring the attacker to spend more on healing.
Do not allow vassals with zero health to be part of an attack. This will prevent "free" spam attacks where the attacker takes no damage to have to heal. It will also prevent an empty trapper from seizing a vassal with zero health.
[edit] Failed Seize Attempts
Defense's alarm should increase by a tenth the power of the vassal targeted after each failed seize attempt. Thus attempting to seize a power 50 would raise the defense's alarm by 5. Attempting to seize a squire would only increase the alarm by 1, the same as now.
Attacker should have to wait one minute before attempting another seize against the same player. (Further raids and pillaging would still be allowed after just the current 10 second delay.)
[edit] Alert %
- How about instead of losing all your alert bonus when you move vassals around, you lose a percentage. For example, when someone seizes a vassal your alert status goes up 20 - how about when you move a vassal to replace the stolen vassal in your wall, you lose 20? Or 10? You could make it a fixed amount for every vassal moved around.
[edit] Experience bonus
- This would be like the church bonus but instead of disappearing would fade over time unless the vassal was used. it would in effect raise the vassals power to the liege (but not to the vassal or other players). a small amount could be added each time a vassal is in an event such as attacking or defending. maybe 1% each attack and limited to an extra 50%. then vassals that are used more often get slightly better with experience.
- This could be extended to all areas... defense, attack, market, production. if a vassal works in a particular area for a long time they grow more efficient at it. if they are moved to a different section the bonus is reset. I think it should be kept if they are not working, ie. in the court and when they are siezed..
- This added to a full church bonus would make a vassal considerably stronger, probably too strong. they would have to be linked somehow. maybe reduce the church bonus to 50% or both together could not exeed 100% extra. this would be similar to the relationship of the alert and mobilisation bonus. one would disapear on attack and one would fade over time, only instead of 100% each it would be 50%.
[edit] Conquer/Power Strugle
If a sovereign noble of the rank directly above you crosses your attack bracket the conquer attack should be renamed as "power struggle" and in the unlikely event you win you could be promoted based on merit. if this vassal was lost and you have not got the upgades to sustain you are demoted. maybe there should be a punishment bestowed on the loser that is removed if released or siezed by a higher power.
[edit] Maintaining Combat
One of the most frustrating things in the game is to attack someone (perhaps because she attacked first) and then, in the middle of an attack session, to be returned to the home screen (presumably because the target is no longer in the same attack bracket). It is worst when neither you nor the target has changed TAS (presumably, this because of a SQL select ... limit statement).
There should be an "Attack Again" button that allows you to attempt to continue attacking someone as long as neither party's TAS has changed. In order to implement this, each attack could record the TAS of both parties. Attack Again would be enabled if the TAS hasn't changed for either party, and therefore the game can bypass checking to see whether the parties are in the same (current) attack bracket.
This would have the side effect of making extended spam attacks more reliable. However, that is not bad because: 1) spam attacks reflect real castle siege situations, where fresh waves of attackers can tire defenders, and 2) it's self-limiting, because people who wear out their reserves by overly spam attacking are vulnerable to being attacked themselves.
[edit] Auto-rotation of reserves
Spam attacks have one unfair advantage: unless the target of a spam attack is actively playing at the time, there is no way to automatically rotate in fresh troops when the defenders on the Wall (or Palisades, or Watchtowers) get worn down. Even if there are strong backup vassals in other buildings (or the Court), the defenses are left very weak. Allowing an option to rotate in reserves would level the playing field and prevent a much weaker lord from overcoming a much stronger lord who happens to be away from the computer for 5 minutes.(edit) this would have to very limited by time, or only a small reserve of backups could be used (maybe another building), otherwise defences would be invincible. raid spamming imitats a real siege perfectly, wearing down defenses and defenders, whilst capturing the resources.
- or how about the option that when a vassel get's to zero strength he is automaticaly swaped with the next loyal vassel in the court. making the spam attack a gamble. you can attack a layer to a low point, but one attack to many and the defences go straigh back up!! making the game interesting.
[edit] Increasing Attack Timer
Spamming is perhaps a valid part of the game. But if the 10 second attack timer gradually increased it would be difficult to destroy a person completely. For example, if it increased by .5 second per attack, after 100 attacks, the attack rate would slow to once every minute. The first 10 attacks could be unchanged so that normal probing would be unaffected.
The timer would need to reset perhaps by dropping at a constant rate back to the 10 second minimum. A rate of around 5 seconds per minute would make the auto increase unnoticeable to normal players.
Bottom line, *excessive* spamming shouldn't be quite so easy.
[edit] Attack Bracket
The attack bracket is determined by what TAS(or attack potential) you have, but once you are there the people rarely change. It is as if you are put in a list and that list scrolls here and there, but the people in the center of the list are almost always there. If that list was randomized for every round, then the brackets wouldn't stagnate as much, especially in the lower levels where people only have 20's. They see the same 10-15 people the entire time, and there are a lot more than 10-15 with that same TAS.
[edit] Attack Bracket 2
The attack brackt should group all players with a TAS within 5% of each other. But add a attack disadvantage based on your MTDS (Maximum Theoretical Defence Strength) or AMTDS (Adverage Maximum Theoretical Defence Stregth). where the Disadvantage \ reduction in attack strength is ((MTDS or AMTDS) - TAS) / TAS / 2 that way offencive players with low defences can size easier, but don't have the strength to hold. and thoes who have the strength to hold a vassel have to work arder to get it. but don't need to wrk as hard to keep.
[edit] Attack Bracket 3
It seems that a lot of people who begin the game try to seize what ever vassals they can(still knowing to look for someone with a knight to seize). But soon as they get a knight they are thrown into this bracket where everyone has a knight themselves but not just one knight, you'll get thrown into a bracket where some people have just knights and not one squire.
Then the people who also had one knight that were thrown in the same bracket as you are at a alarm of +50-80(I've seen into the hundreds); which doesn't make those people to strong to attack but they probably have no gold left and then to strong to get any vassals from.
Which then just leaves the people who attacked them which if you attack them they will have such strong defenses you'll lose a vassal attacking just once(which some times to rescue that vassal would be impossible because that you only have 10 attempts at an all knight defense).
[edit] Special Combat Options
There seems to be a lot of talk in regards to to enhanced aspects of attack and defense, be it through weapons, stables, or siege weapons. This is definitely making a facebook application more into a mmorpeg, but considering the time people spend on it already I suspect that it would not be deeply detrimental, and it would deepen the gameplay interaction for more advanced players. What I suggest is that there be some way implemented of producing certain kinds of weapons that have effects on the individual vassals they are assigned to. This could perhaps involve new buildings or it could be incorporated into the existing workshop or barracks (armory perhaps?), but I suggest that somewhere people could allocate individuals to build X type of weapon which takes a certain amount of time (possibly increasing with upgrades) as well as a certain amount of money. The cost and development of these buildings and these items would have to be such that most players starting out would not need them, whereas they would become useful at about the viscount-count level and essential at duke-level, with only dukes and up really being able to field multiple true knights and the best siege engines. This idea is still very rough, but some of the weapons could be (all bonuses probably being a percentage of vassal power so as not to penalize larger or smaller players):
- Bows - an average defensive bonus, and minor attack bonus; general penalty versus armored troops
- Crossbows - slightly larger bonuses than bows, and less penalty
- Pitchfork - small attack and defense bonuses, penalty versus armored troops
- Swords - average attack and minor defense bonus
- Maces - average attack bonus, slight defense penalty, bonus versus armored troops
- Pike - Larger than average bonus defending against horseman, small-but bigger than pitchfork- attack and defense bonus else wise, no armor penalty
- Horse (possibly involve a stable) - a decent bonus attacking, but a defensive penalty; bonuses against unmounted troops and strong against siege engines (maybe only when defending? sally forth!)
- Armor - a few things you can do here, simplest being a simple "armor" toggle that can be switched on and off giving a defensive bonus (should be slightly more than the bonus maces have against armor). A more complicated way would involve suggest separating into "leather" - light bonuses, "plate" - heavier bonuses, and "shield" - extra bonus in order to require the production of more things before an individual could have fully outfitted soldiers. Then, each vassal could be outfitted with a weapon, armor, a horse, and if applicable (one handed weapons) a shield.
A further caveat could be the production of a "lance" that only a special caliber of vassal could use: those armored as a "knight"; that is, if they have a sword, armor, a shield (if only armored or not, combine into one), and a horse. These could then have the special extra bonus of a lance that gives a bonus against unmounted individuals, and a larger bonus to mounted individuals.
- Siege weapons could then be added as weapons that require more than a single vassal to operate and cannot be combined with any other weapons (as well as being costly to produce). This would ensure that they are used rarely as it take as while to produce and are more likely to be destroyed in an attack (oh did I mention that? all weapons are liable to be lost or captured in a siege--tho the percentage chance is rather small, it is decently larger for siege weapons) These could be simple or elaborate ranging from a Ballista - 1 man, Catapult - 2, Mangonel - 3, Battering Ram - 4, Siege Tower (might not fit) - 5, or Trebuchet - 6. Siege engines do not count towards the total attack power of an attack, but they exhaust the defenders (punching a hole in the wall) to a much greater extent then normal attacks do. Further, vassals using a particular kind of weapon have a chance (like .01% or something, diminishing returns would be good) of becoming more proficient with that weapon and "leveling up" which increases the bonuses of the weapon, and decreases the likelihood of having the weapon lost or captured. That way if you capture a vassal that's been on someone else's walls with a bow, you want to use that vassal as a bowman in defense of your castle. This could be implemented in such a way that it revolutionizes the current tactics of the game play, or in such a way that it is simply supplemental to them based mainly on the sizes of the bonus, and how difficult to produce weapons are, but it would scratch an itch for all us want to have our armies more army-like; as well as enhance the gameplay for counts and above. Criticism is appreciated.
- So attackers don't have an unfair advantage the defenders could be given the ability to take additional damage from the attackers by developing defensive measures where the damage inflicted on attackers increases with each level, e.g. draw bridge(+1 point of damage per attack), portcullis (+2), arrow loops(+3), parapets(+4), murder holes(+5), moats(+6), etc.
True Fiefdom
It is improper for a baron to have a count or viscount as his or her vassal. There should be a strict hierarchy in the game, so that lords only have vassals of lesser rank in their court. If a vassal gets to a point where they are ready to increase in rank (have the power and castle upgrade to do so), then they ought to be able to make one of several choices:
1. To remain at their current rank and somehow assist their liege in achieving a higher rank
2. To rebel and become sovereign
3. To become a vassal of the former liege's lord (example, baron sam is stronger in power than his viscountess delilah, and so sam is given the option to become a viscount under viscountess delilah's count)
4. To usurp their liege's title and position.
A vassal should not be able to attack his or her liege other than to usurp their position or to rebel.
In the case of a vassal's rebellion, a lord should be able to siege, raid, or otherwise impoverish said vassal.
Besieging and Conquering There should be an option for ongoing war for lieges of greater ranks (count, marquise, duke, ???) against fellow vassals of the same liege, or against neighboring lords of equal rank. This would enable a duke to wage war against another duke within the world of knighthood, and all of his vassals would be able to make their own attacks, raids, or sieges against vassals of the enemy duke. This would allow for a true war scenario, true rivalries, and true struggles for power. Eventually, one duke (or count, or king) would defeat another, and gain control of the defeated lord's entire vassalage. The defeated lord would then be banished as a demoted sovereign, and would have to swear fealty to another liege, or start the game from the very beginning as a knight with no vassals. In the case of intramural warfare, a lord should be able to apply his troops to stop civil war within his realm. Again, the ability to discipline or punish an incorrigible vassal should be added. In the case of a conquered and stripped lord, should he swear fealty to another liege, that liege should have the ability to transfer vassals to his court.
Territory Based Battle System Rather than having mathematical match-ups for attacking other players based on barracks size, there should be a territory system, where players can only attack other players within a certain "territory" of the game. Lords and ladies would always be within a certain reach of your army. As your army strength, rank, and power increase, the "distance" which you can travel to attack increases, allowing you to attack more players, especially those of greater power. Seized vassals would be taken to neighboring territories, and would be within reach of a siege, even after the option to rescue them has died. This would help with morale of players who have lost real world friends and wives to marauding players. Lords and lieges would also have the power to reinforce the kingdoms of their vassals. If there is an area of their "territory" that is constantly under attack, they should be able to fortify it. It would also be great if both lords and vassals were able to temporarily send vassals to war with one another, (example: Baron Mike wants to seize a vassal from Viscount Steve, a neighboring mutual enemy of Baron Mike and his liege Viscountess Deborah, and so Viscountess Deborah gives Baron Mike the use of two vassals and a siege engine). This would also allow greater actual interplay for alliances and kingdoms.
[edit] Siege Warfare
With these ideas of seige weapons and extra defences it gave me the idea of Lords being able to place other Lords 'under seige'. Maybe this could replace the conquer option as it's virtually impossible to conquer anyone anyway (anyone worth conquering that is). If you place a Lord under seige you get a timer start counting down. Now this is where the idea of Farms mentioned above comes in. The farms produce food and if you produce more food than is required to feed your vassals you develop a food surplus. This surplus is used when calculating how long a Lord can hold out in a seige.
While under seige, the Lords gold and food production stops and will have to attempt to break the seige with the resources they currently have available. In order to break a seige the besieged Lord can either enter negotiations with the beseiger and resolve the conflict peacefully (perhaps gold or a particular vassal) or attempt to sally forth and meet them head on. If the besieged army beats the beseigers the seige is over. Alternatively the beseiger can attempt to assault the Capital and if successful against the defenders the the Lord is then conquered.
If a Lord is under seige they cannot be attacked by anyone else, but the beseigers can be (maybe an ally on the outside could lend a hand to the beseiged lord)
[edit] Stealing expanded & Expanded purchases
To link up with the suggestion above - how about being able to steal assets like farm ANIMALS or even tools? If weaponry was added (like in the hospital where you buy health you could go to a marketplace and buy shields/swords/trebuchets... ;)) it would be easier to defend yourself even if you have low-power vassals or not many of them in your army.
[edit] Weaponry
Adding some siege weapon on your wall/palisade/watchtower will increasing damage received by the attackers, preventing repeating attacks.
Another thing that could be helpful in this regard would be to able to assign the hospital a percentage of your gold production to allow immediate healing of vassals harmed during attacks on your defenses. This would go in a second "gold account" and accumulate against an attack. This would allow you to leave, and not worry so much about your defenses. This should include "penalties" such as the amount you assign is no longer allowed to be used for buying upgrades or manually healing vassals (i.e. after choosing to attack someone else). Another possible penalty is that if you attack someone else you lose your hospital balance (a la the alert bonus). This also would be very powerful and would need to be restricted, possibly by creating a cap amount that is some multiple (10x?) of your gold production level. (Or more complicated as (10*(Gold Production+(2*Alert Bonus))).) Also, your production level should remain reduced for building purposes, even if your hospital account is full.
[edit] Changes to attack/defense damage and trapper functionality
Trapper should work so, that if you put your best vassals there, you are able to catch your own best vassal worth of prey. Not like currently: you put some insignificant vassals in and you can still capture anything that is trhown against you.
- I HATE TRAPPERS!! It's unbelievable that someone with 1 vassal 20 and all 10s can trap a second best (~40)!! I suggest that for this cases a vassal in the outpost and assigned to protect the weakest attacker should be trapped instead! Maybe, just to balance a bit, the "protector" that you sacrifice should be at least half the power of the "protected".
If trapped vassals appeared in the trapper itself rather than in the court then this would impose an upper limit on the number of vassals that can be trapped because the trapper would fill up. This would make it much harder for people that drop half their vassals into a friends trapper to surf down to a lower bracket, raid people in the low bracket and then accept back the trapped vassals.
[edit] proportional damage
Damage from attacking or defending: Set the damage according to the weaker of the armies. For example 20%.
- T = the damage dealt out in the battle.
- A= total power of attackers
- D= total power of defenders
- The damage to attacker = D/(A+D) *T
- The damage to the defender = A/(A+D) *T
That means dividing the damage between the attacker and defender in proportion to their strength. Building bigger barracks might actually be a good idea to take less damage in a single attack. Also spam attacking with weak units means that you just get damage to them while not really hurting the defenders. I.e., suicide attacks aren't worth much, except to probe the defence.
15 Jun 08 --------
I have to agree with this idea. If some one can attack my defence with one squirrel and only receive 1 point of damage while all members of my defence regardless of strength will receive 1 point of damage each then this is clearly unfair. The costs of healing alone would be 8 times more for me and the weakening of my defences disproportionate to the attack.
[edit] proportional probability of the trapper successfully trapping the weakest attacker
The trappers effectiveness (probability of trapping the weakest attacker) could also depend on the proportional strength of the trappers and attackers. Again sending out weak attacks would be a lot more dangerous than attacking with a decent force.
[edit] Introduce the Tourney
- how about introducing some of those medieval favourites as alternative forms of attack, such as the tourney, the melee, single combat or jousting.
- In the C12th the tourney was a great source of expensive equipment and money, if an experienced poor knight was lucky enough to capture a rich, inexperienced knight and ransom them, or win a wager on a knight capturing another.
- In knighthood terms a tourney could simply be an attack without a castle for defense, and alliances be short term for the duration of the tourney. Instead of winning equipment from a defeated opponent, perhaps a knight could acquire a bonus in gold relative to the opponent's rank and title.
- Tourneys could be offered as the form of combat/training for war in peace mode
- you should not actualy loose vassals in a tourny it should just simply be a case of give us gold when you win bassed on your odds of winning and possibly increase cassal strength.
[edit] Kill the Spam
The number of attacks that it took to steal a vassal should be the amount of chances that a player in the game gets to rescue that vassal.
Right now the game goes to whoever wants to sit at the screen and hit attack more than the other person. I've played dozens of similar games (Utopia being one of the best) and the thing they all had in common was a way to limit attacks. A 10 second count down is a joke. Facebook is a slow website and most of the time, the results haven't even loaded before the 10 second timer is expired. 10 minutes? Now there's a timer. Utopia functioned on a system where you gained more in an attack and an element of randomness was added, but for that countdown your armies were away, meaning they weren't defending you. Knighthood right now has a strong element of "he who is willing to play most is the best because 90% of the game is clicking more than the other guy" which doesn't seem to fit the feel of the game. The attacks have nothing of a "siege" feel and the fact that building are build built by a time seems to hint that the game was meant to be brains are better than click fast but the attack system completely destroys that concept.
- Don't kill the spam attack unless their are some other better ways to have a chance to get a vassal from a player with defenses 2 or 3 times their TAS.
- I say kill the spam attacks. From what I've seen of the Alliances, the more reputable ones self-regulate their members asking them to limit their attacks on a given Lord to 10. This seems like a reasonable number. Exceeding 10 attacks on an individual SHOULD result in a penalty of some kind, be it a temp reduction in the attackers TAS or a defensive bonus to the player being attacked. This would level the playing field, and encourage the promotion of the use of "tactics" over "I honestly have no life/job/spouse and can do this forever," attacks. I'm living in a region of the planet where (unfortunately) dial-up or satellite access is my only option for internet service. I don't want to commit to a 3 year internet contract with a sat provider, so dial up it is. All I can say it's a good thing that the KH and FB servers are slow, or I would have given up on this game by day 3 of playing. Weaponofmassinstruction 15:09, 16 April 2008 (PDT)
- I agree with kill the spam attacks. You can only try to rescue a vassal that has been taken 10 times, so why should you be allowed to attack someone 20, 30, 40+ times any other time. I say limit it to 10, 15 attacks the most within either a 12 or 24 hour period. This way you can leave the Rescue limit at 10 and it actually makes sense compared to the amount of attacks on a person.
- I say kill the spam attacks. From what I've seen of the Alliances, the more reputable ones self-regulate their members asking them to limit their attacks on a given Lord to 10. This seems like a reasonable number. Exceeding 10 attacks on an individual SHOULD result in a penalty of some kind, be it a temp reduction in the attackers TAS or a defensive bonus to the player being attacked. This would level the playing field, and encourage the promotion of the use of "tactics" over "I honestly have no life/job/spouse and can do this forever," attacks. I'm living in a region of the planet where (unfortunately) dial-up or satellite access is my only option for internet service. I don't want to commit to a 3 year internet contract with a sat provider, so dial up it is. All I can say it's a good thing that the KH and FB servers are slow, or I would have given up on this game by day 3 of playing. Weaponofmassinstruction 15:09, 16 April 2008 (PDT)
There could be a feature similar to the mobilization multiplier that goes up with each repeated attack but instead of increasing your defensive capabilities it weakens your defenses making you more vulnerable to attacks. This should be displayed in your attack bracket so people will know if you are vulnerable. This way you don’t need to eliminate the spam attack but it re-balances the risk/reward that needs be considered when implementing this strategy.
Pairing this with the relative strength of the attacker compared with the defenders to apply battle damage would work well, it would encourage you to use stronger vassals with church multipliers in order to have a successful attack in fewer attempts.
To stop people Spamming with a single squirrel with 0/10 health or similar only vassals with more than 30% of the maximum health should be able to attack. Additionally, once a vassal gets below 50% health from attacking they should have to heal naturally (no gold payments) to 50% before their recovery can be speeded up with gold. These measures should prevent or at least limit the spam attacks that can be done with people with a lot of 10s and 20s sat in the court who they can rotate through the spam attacks at little or no cost in gold or loss of defence.
(Sign here) This is just rediculous. This gy started attacking me #41000127366 08:34a and just kept going until #41000134193 08:51a and stole a vassal. I had defenses in the ballpark of twice my TAS and the fact that someone just wants to attack you a billion times and take whatever, there's a problem with that... and unless you want to stay home 24/7 and sit at the computer there is NOTHING you can do to defend your kingdom. Raising the alarm no longer works, you killed that. The Tower doesn't heal defenders, you killed that. the hospital doesn't heal vassals fast enough to compensate, there is basically NO DEFENSE other than being online at the time of the attack. Unless this aspect of the game can be fixed, you will see a lot of people sitting around in peace mode and eventually stop playing. I will be one of them.
[edit] Probability Factor
How about introducing a probability factor for all attack and defense calculations and damage taken. That will bring a sense of realism into the game, because, it is not always the bigger army that wins. A random multiplier of say, 1 x (random number between range of between +0.2 to -0.2) can be applied. This may have the following positive effects: 1. Enhance realism; 2. Encourage taking chances against attacking opponents with trappers; 3. Maybe reduce spam attacks because damage per attack may be increased due to the random multiplier; 4. Give the little guy an outside chance against stronger opponents.
[edit] Loyal Attackers Only
Only vassals loyal to their current liege should be able to be used in attacks. Implement in conjunction with Vassals > Personal Loyalty Timer
[edit] Animation
What would be nice is some small animations like a little solider attacking a watch tower when you tell your vassals to attack one. Same with the wall and castle. Some little animations would bring some more movement to the game.
[edit] Power Resques
In my opinion power resques is something that you cannot defend..So it must be eliminated from the game...I suggest that you should put a timer of 3 days to every vassal that enters the kingdom for the first time,such as the seized vassals..Which means that a new vassal can take part in all the structures,is calculated to the TAS but cannot used to attack..
[edit] Morale Bonus
If you carry out more than a certain number attacks, whether successful or not, in a short space of time your vassals will naturally get tired and therefore should fight less effectively. If you do attacks less often your vassals should be fit and fresh will a lust for war and should fight more affectively for the first X amount of attacks. This would help reduce spam attacking and bring in more advance tactics if periods of rest were combined with many hours praying.
Further, when rescuing a vassal morale would be high so a small bonus should be applied. However, should you fail to rescue you vassal morale will be low so there should be a reduction on attacking power.
Now that the alert/alarm does not go up for raids and some gold is protected if you fend off more than lets 5 attacks within 1hour your vassals should feel very proud and get a defensive morale bonus for 20 minutes. Again this would reduce successful Spam attacks where defences are worn down with raids then sucker punched by a seize.
[edit] Challenge to Tournament
- Players should be able to challenge any other player to a tournament with up to 3 vassals. Bonus being you get a attack bonus for your next attack, disadvantage you lose 6 strength points for each vassal that participates.
- also players should be able to bet gold and the winning vassals kingdom gets it (and possible the winning vassals get's a share?)
[edit] Seized vassal Limit
Once a player loses 4 vassals loyal to them in a 24hr period they should be removed from the attack bracet for a set period of time to give their defences a chance to regenerate.
[edit] Gameplay, Communications, Interface
[edit] Checkboxes on Vassal List
When you're adding or dropping twenty, thirty, forty squirrels at a time (for example, when coming out of pm) it is REALLY aggravating to have to navigate to the squirrel's page to release, particularly if KH is running slow that day. Can we have a checkbox next to the vassal's name similar to when moving them around in capital view so we have release multiple vassals at once? This could be a feature of the "manage vassals" part of the Court.
[edit] "Select All" Radio Button
As the game continues to change many people will shift to and from full defense to 2- or 1- column defenses. I'd like the option to "Select All" vassals within a building and move them to another building in one command. It becomes time consuming when selecting 8 or more people to move them from one building to the next. Also, when defending against an attack this could help the defender a bit as such a command would expedite the process and allow the defender to better fortify his wall, palisade, or watchtower.
[edit] Confirmation Buttons
Some functions that have significant consequences need confirmation buttons. For Example 'Are you sure you want to Rise Up against your sovereign? You will be unable to attack for 24hrs. Yes, NO' Otherwise a simple miss click can render a player ineffective for 24hrs.
[edit] CHANGELOG needed!
It is standard practice for programmers to keep a CHANGELOG of what has happened in each version of software. For Knighthood, users really need to know when rules have changed! The lack of warning of any changes is one of the most frustrating things about this game.
[edit] Population Cap
See "New Buildings>Housing"
[edit] More Resources
More resources could be introduced:
- The easiest to think of is food.
it could be used to heal vassals slightly, or working/fighting vassals could have a hunger level that falls with attack/defence/work. see "New Buildings>Farmlands&Dock and Banquet Hall"
- When raiding, other produce could be stolen, like hammers, anvils, and food. this would have to be very small amount and maybe only if you attacked the right piece of defense, because if people spammed you you would never be able to upgrade and if you have almost finished a week long production, somebody could spam it all off you, but in small amounts it could help production and add a bit more of a looting/pillaging feel, SNATCH AND RUN!
[edit] Random Events
- Very rare random events just for fun that could show notices, for example:
- There are roaches in your castle.
- A looney was arrested in your streets screaming "The End Is Nigh!"
- and/or affect your capital/battles, for example:
- A handmaiden was sacraficed to a dragon to save you town.
- There was a stom during the battle and both sides were hurt.
- A knight fell from the tower and broke his legs.
- A statue started crying and now your top 10 vassals are fully charged with zeal.
- Knight Lancelot charmed a handmaiden away from the enemy.
- Your market is flooded and is closed for a day!.
- Two knights got drunk and started fighting. (lower health)
[edit] Outside Notifications
SMS or Email alerts for important events such as seizures or raids over a specified amount of gold. Even better, an RSS feed (feeding the same things as the "Recent Activity" log shows) would be very handy.
Option to be notified when someone buys a vassal or ransoms one. Or whenever gold is received. Otherwise, it will surely be raided away by the time you log on later.
SOUNDS on computer to notify of attack or other program functions!
[edit] Queues
- Builds/Upgrades could be queued by adding a new building like the engineer camp above.
- Vassals could (optionally) be queued after some upgrade/build so that if a vassal is siezed or leaves from a building that is producing, the highest vassal in the court replaces them, only if one unexpectedly leaves though becuase people might want some spaces empty. maybe individual buildings could have a check box
- This would not happen on defensive buildings.
- This could be gained by building another building. see "rest house".
[edit] Disbanding Armies
As an alternative to disbanding armies, it may be more beneficial to allow the player to tear down structures, and dismantle upgrades. This should not be instant, it should take some time, I suggest the same 24 hour period per level you are removing. Note, to prevent Trappers with size 2 Barracks, all advanced buildings would have to be removed before the lower basic buildings could be reduced past the corresponding prerequisite. Currently there is very little encouragement for many players that go into peace mode to return to active play, but by removing peace mode, and instead allowing players to remove what they consider a mistake (too high of a barracks) it would keep them playing the full game instead of just the building game.
Another alternative to leaving the kingdom buildings stand lonely when a person stops playing or dies, would be to bequeath the kingdom to a certain level player or, if not willed, to have it pass to a certain level of player by lottery. The former owner's name should be shown or be able to be accessed.
[edit] Ransoms
- The Ransom option/tool should be available in peace mode. -I have entered peace for the first time to enjoy some hassle-free building and to make some gold to make ransoms. Currently ransoms are only available at the Attack page OR... scrolling through pages upon pages of logs trying to find your former vassal's (or their current liege's) link. Please make ransoms available in Peace Mode.
we should not be required to pay ransoms all at once. We should have an option of making installment payments which would work like a loan where the player has to pay a set interest rate and make a minimum daily payment at the end of which the vassals would get released.
[edit] Kingdom Wall
It is good to finally see an in game messaging system but i think it needs a few tweaks.
- Firstly (this isnt really important but... ) can you move them in the menu from under capital to under home.
- Can we talk to other significant people than just our liege. It would be usefull to be able to talk to vassals, people who have your vassals, people whos vassals you have, and facebook friends.
- An option to allow/block/report people.
- It would be handy to be able to make your own Kingdom Wall postings private, for instance if you want to make in-game notes.
- It would also be great to be able to toggle Kingdom Wall postings between private & public.
- It would be handy to have the Kingdom Wall higher up the page, for instance next to the log. I find that often people are messaging me whilst I am playing, but, 'out of sight out of mind' as they say, and I don't get the messages until later; often too late.
[edit] Smileys
- How about a smiley for "Sweeping Bow" and one for "Handkiss" to indicate respect, admiration, or courtly manners.
- Let's have one that says "I salute you"!
- Need a ZOMBIE smiley
[edit] Attack Bracket Count-down
- Located up with the other stats (top/right side) to allow us to see how much time we have until the attack bracket refreshes and potential opponents disappear
[edit] Change Loyalty
- So that when you are captured by someone new you have an option to switch loyalties to your new liege immediately instead of helping your old liege during the rescue period.
[edit] Sell Vassals
- Would work kind of like a ransom but someone could offer to purchase a vassal off you for a certain price. That way - if the 3 days has run out and you still want your vassal back you can still get them back through more civil means. Might need a condition in place that you can only offer a price for a certain amount of vassals each day so current liege's don't get spammed.
- you should only be alloud to sell vassels to vassels loyal to you. and a minimum price should be enforced of the Buyers total power * Vassel Power. Somethign to discorage it at higher levels in the game.
- There should be a 3 day waiting period before you can sell a conquered vassal. People are selling conquered vassal right after getting them so they don’t have to deal with any negative reaction and getting stacks of gold while there at it.
- Once you have bought a vassal at Market they shouldn't be allowed to rebel for 24 hours. This will hopefully stop those who sell and get there vassals to rebel straight away.
[edit] Picking up sold vassal money
- While there is now a system where you can sell loyal vassals there should be a way to pick up the money at a later time, rather than having to hound Knighthood 24/7 waiting to see if you have a very large sum of money needing to be used or protected. So, the suggestion would be to create a "collect profits" button on the Sell Vassals and/or Hire Mercenaries pages instead of it being instantly deposited into your coffers.
- Since only one vassal may be bought every 24 hours then there should also be a rule to restrict when you must pull money from the coffers. It should keep track of who you have sold and not allow more than 3 to be sold without withdrawing all of the money from one or more transactions.
- This would allow people to sell a couple of lower vassals to try and obtain money to buy a slightly higher vassal without fear of being attacked whilst holding all of the previous sale monies and never being able to buy a higher vassal. This applies most directly to those that are of lower rank or don't have enough vassals currently to be able to safely protect all areas of the castle.
[edit] Transfer Vassals
We need a way to transfer a vassal without having to release them and convince them to swear fealty to the recipient. One could transfer vassals to reward allies or subjects, or as an alternative to paying ransom. If someone has no money, they could offer up one or more other vassals as a replacement for a stolen vassal. Transfering vassals would also allow one to increase the usefulness one's workforce. I have more vassals than fit in my buildings. I could give the extras for the use of my other vassals, increasing their power and productivity.
-Except when using vassals for ransom, vassal transfer should be one-way: From a higher-power lord to a lower. -The new lord would have to approve/accept the transfer.
[edit] Vassal Exchange
You should be able to exchange vassels with people in your kingdom (or your leige). The limit should be that the palyer with the larger power should not be able to accept vassels with power more then what they are giving.
So Player 1 could have a 66 powered vassel. they can accept any combination of vassels upto, but not over 66 power.
Also vassels have to be loyal.
[edit] Exchange seized vassal for another vassal
- Similar to the option that someone can offer money to get his vassal back. In this case someone can offer one of his vassals. It would be usefull when somebody wants some friend back and has some other vassals of the similar power but not so important from friendship point of view.
[edit] A few points for incorporating alliances to the game
- There needs to be a way to separate players in an alliance from others, without outsiders being able to mimic that. Currently only way is to change the motto, and anyone can pretend to be in any alliance without that alliance's approval.
- first players need to be able to create an alliance and link it to a facebook group (unless you do it internal, in which case an internal message system would also be great).
- a list of all the alliances. with description, # of members, relative power.
- and a list of the members of an alliance. including: current liege, title, rank #, power, # vassals
- when someone applies to join an alliance it needs to include a link the the applicants Knighthood profile.
- there needs to be a player tag in the attack page, that show what alliance a lord is from.
- the player tag, it should be set by the creator of the alliance, and applied by the game to each lord after they are accepted in to the alliance. So that is can not be mimicked.
- there should also be ways in which alliance members can support each other. ie sending gold to other alliance members.
- also a sort/search in the realm page would be very nice
- People should be allowed to make individual treaties/alliances, and alliance members should be have the to lend their strength to the allies like you would from vassals, but without swearing fealty, since that was often part of an equal party treaty back in the middle ages.
[edit] Generic alliances
- Player should have the option of joining more general alliances, perhaps based on the country from the Facebook profile. E.g. America, England, France, Japan, etc.
- This would operate alongside the player founded alliances, and players would have the option of choosing between a generic alliance or a player founded one, of opting out of an alliance altogether.
- The top ranked players in the alliance could be members of the alliance/country's order of chivalry. With the ranking refreshed weekly and new awards granted. E.g. for England the top 20 could be knight of the Garter, for France the order of Saint Michel or Russia's St Catherine
- Player could have the ability to call for assistance from other members of their alliance when under attack
[edit] Attack screen
[edit] Attack Log
Attack log should give the same level of detail as the regular log. (I.e. specifically which area I tried to attack, or which vassal I tried to steal.) This is useful information in potentially deciding a second attack, and gets quickly obscured in the main log if you're doing other things as well.
[edit] Explicit identification of attack brackets
- Players will have much greater confidence in their tactics and strategy if the attack screen clearly indicates the numerical criteria for attack brackets - rather than being baffled at why sometimes significantly weaker / stronger opponents seem to appear in the list.
- For example, there could be a message saying, "Here are 10 of the 550 players in your attack bracket, who are all within 20% of your Theoretical Attack Strength."
- Even better, for each target in the list, the system could display an estimate of the range of TAS that the opponent could potentially have, based on the knowledge of the explicit 20% (or other) figure, and the list of the top N vassals' strength. This doesn't have to reveal any more data than is already accessible and computable by the player, but it has a great advantage (besides less mental math for players): It prevents inconsistent state problems arising from players having to click through multiple buttons and spending time thinking about the math. Instead, if attacker's TAS is 100, the system could say, "Viscount Jane: TAS range from 80-120, meaning top 3-5 vassals could participate in attack. There could be a visual display of the top 5 vassals, with the top three shaded in red, and #4-5 shaded in orange."
- Another idea is to place the TAS stats for the player on the homepage in the stats box, or a separate bar, with a mouseover explaining what it is, and having the mouseovers explaining the difference a bit clearer than they do now. For instance, the mouseover on power should explain it only affects rank, and the attack mouseover should explain the way it got those numbers. This will lead to so much less confusion.
[edit] One Page for Attacks
- The whole attack should be planned out at once on one page. So it is faster and easier.
**What a stroke of genius! Then all the high-speed users in the world could spam-attack me 45-times in 5 minutes instead of 15! That's brilliant! My dial-up connection feels this would be great for attacking other people, but really.... Would I have any vassals left to attack anyone with? If this change is implemented then there MUST be a throttled limmit on spam attacks. I will again suggest that a limit of 20 attacks by one user on another particular user per 24 hour period. This won't fix the multiple attackers "nibbling away" at one poor bastard unfortunate enough to be facing 3 or 4 allied players who are in his bracket, but for the players early in their development, this would be a critical improvement to the game.Weaponofmassinstruction 11:53, 19 April 2008 (PDT)
- The same should be implemented on the lordview page.
- A repeat last attack button should be added. Maybe with a short delay to slightly slow spamming. Methods shown under "Sustaining Combat" in "Combat" section.
[edit] Limiting use of stolen vassals
Most vassals are stolen from the weak by the strong though a system which strongly punished those who neglect to learn about TAS before building barracks. Those who have read up on TAS are at a great advantage already. To help reduce this advantage, stolen vassals should effectively be reduced to power 0 until their rescue time has expired. Vassals loyal to someone else should also not be available for stealing, unless doing so resets the clock for their original owner, which would likely lead to new mercenry tactics.
- if you do that then they shouldn't be used in your TAS caculation, but now your in a lower TAS than you should be!
[edit] Display motto and location with attack screen entry
Because names are all the same and pictures can change. for example: Knight Craig of Manchester Pillaging All The Way
[edit] Choosing which vassals to attack with
- Let's face it, it's EXTREMELY annoying to have to uncheck the automatically checked vassals every time you change pages to choose a lesser vassal to attack with, not to mention using the back button after an attack. I understand you paged the vassals to speed up page loading... fine. However, I propose a more user friendly interface:
- Instead of using check marks on pages you can't see, add a box on the right of the page to list the vassals currently selected for attack. From this box, the user should be able to:
- remove anyone listed individually
- clear all from attack
- automatically select the most powerful
- go directly to the page of a vassal in the list. (would be nice, I understand if it's too taxing on the server)
- It is very important that when a user clicks the back button after the attack, this box still contains the vassals used in the attack... I suggest storing the list used for the attack in a cookie with the attack id or something unique to that attack page.
- The attack page should not automatically select the top X most powerful after clicking the back button after the attack. If I attacked with just 2 vassals, chances are I want to attack again with 2 vassals, not my max.
- Instead of using check marks on pages you can't see, add a box on the right of the page to list the vassals currently selected for attack. From this box, the user should be able to:
- COMPLETELY agree, and it's even more annoying when you have some churched ones that you waste in a raid! I propose to plan attack in barracks window (that is pretty useless at the moment), so you'll be able to select a bunch of attackers (with option select all) and have an ON/OFF button on the automatic selection of the top most powerful! So the default actual way could be "select all, Top vassals ON".
[edit] Select all NON ZEAL vassals
When selecting vassals to attack with would be nice to have a select all NON church bonus button so the vassals with max power AND do not have church bonuses could be chosen easily.
[edit] Autodisband Armies
Nothing is worse than not having a liege who logs onto facebook- or play knighthood. it would be great if you automatically went into peace mode after about a week or so of not playing so that vassals can just up and leave to find lieges who will play and former lieges can claim their old vassals
[edit] Display Simultaneous Attackers
In addition to showing me who is targeting me, please show me who else is targeting my current target. This could benefit me if I'm raiding or pillaging, and could prevent a long, expensive seizure attempt coming to an abrupt end when another attacker seizes a vassal from my target, causing him to drop out of my AB.
[edit] Peace Mode
- players in peace mode are currently difficult to find, because they are no longer on the leaderboard. Since it is possible to reclaim stolen vassals from players in peace mode, they should be easier to find, and therefore should remain on the leaderboard.
- Players in peace mode no longer have an attack tab, and therefore cannot view their battle history. This makes it harder for them to find some useful bits of information. Aside from being the way to fight, the attack screen is also a useful method for mixing and meeting other Knighthood players. For these reasons, the attack tab should be renamed. Players who have their armies gathered for war should have a "battlefield" tab, where attacks continue to take place. Players who have disbanded their armies should have a "Festival" or possibly a "Tournament" area, where they could go to read their battle history, locate the profiles of other players with disbanded armies, and possibly make mock attacks, which would provide practice attacks.
- Players in peace mode should have the option to vow not to gather their armies for set periods of time. Sovereigns wishing to help them produce faster, or gain some benefit from pledging loyalty to them are currently inhibited from doing so based on the fact that there is no way of knowing whether or not they will gather their armies during an extended visit. A countdown clock, capable of showing more than 24 hours would be of interest.
- Vassals of a liege who has disbanded his/her armies, should always have 0 church bonus at max.
- The Ransom option/tool should be available in peace mode. -I have entered peace for the first time to enjoy some hassle-free building and to make some gold to make ransoms. Currently ransoms are only available at the Attack page OR... scrolling through pages upon pages of logs trying to find your former vassal's (or their current liege's) link. Please make ransoms available in Peace Mode.
- Players should be able to enter peace mode instantaneously; however, to prevent players from seizing vassals and immediately hiding in peace mode, players with vassals still on loyalty timers should not have the option to enter peace mode until the timer is finished.
- Some what of a edit of the comment above(don't want to erase who ever typed that). Players should enter safe mode faster but not instantaneously, more like 6 hours instead of 24 hours. Waiting a day to enter peace mode gives other people time to raid your gold and seize your knights while trying to enter peace mode for the very reason so you don't lose those two things.
- Does the tax of 25% seem excessive while in peace mode? To cut productivity to 75% while in peace mode seems excessive to me.
[edit] Capital Overview
[edit] Building descriptions
- In the Capital screen, a banner at the top of the page describes what each structure does. Unfortunately, with most computer screen sizes it is not possible to see this while viewing some structures (Guardhouse, Tower, Church and below). Solutions:
- The descriptions should be moved to the side of the screen, below the capital stats.
- Or a building description button which makes the discription appear over the pictures of the buildings.
- The building descriptions of the attack/defense structures are pretty clear in regards to the effect of upgrades. However the description of some of the other structures (e.g. Church) should be more clear in regards to the usefullness of upgrading the structure. It does not need to be in the Capital view, but at least inside the structure.
[edit] New Layout with Graphics
- The Capital should be changed to a overhead/isometric view or the capital with the same small stats table by each building, and when the mouse is rolled over the list of vassals inside (and powers) appears to the left above/below the overall stats. New buildings would appear when built and change when upgraded/expanded.
- Each building page should have a larger picture which should change/grow with updates. Any functions of the buildings should be on this page under the large picture, such as pay to heal vassals (the actual paying system, not a button to another page), or list of upgrades.
- Upgrades/Builds should be sortable by building (alphabetically), by time to complete, or by level/size.
- And maybe filterable, e.g., less than 4hours, more than 2days.
- The vassals and stats should be listed down the left side.
- Upgrade, Expand and Vassals buttons along top. Vassals button should lead to Vassal Overview described below. instead of that awkward swap tool.
- every building should have at least a pop-up window (appearing on mouse passage) with all the vassals in it (like the one on the vassal saying where he's allocated)
[edit] Builds/Upgrades Countdowns
- Curently the countdown for builds/upgrades are shown on the capital, castle/workshop and expanding buildings pages.i would also like to see them on my home page.
- i would also like th option to pay them off from wherever i see the countdown. for example, you cant pay them off from the capital overview.
- they are real hard to look at, especially in a list,there just a block of numbers with different allignments. they should be alligned in columns so easier to compare.
- it would be much easier to read in the following format: 500"anvil" 2500"gold" 02d :12h :43m :30s, with all upgrades having every column. with the equivilent of the work in gold and the sybmol (or d,h,m,s) FOLLOWING every numbers.
[edit] City Name
........Sorry but Capital of John Looks absolute S***. Can we have an option to name our city.
I like to add that I don't understand why you can only change your capitals name every week. So far the only purpose the name has is that it shows up when you attack some ones capital or some one attacks yours. Maybe you can make so you can change the capital name every 24 hours, because what if you screw up on the name you want for your capital. Then you have to wait 7 days just to change it.
Edit: Implemented. You can now rename your capital every week.
[edit] Productivity, TAS, Zeal & Alert Rates
- Barracks should show TAS (Theoretical Attack Strength) including upgrades and Outpost should show rate of alert generated, the same as castle and workshop show productivity. And the hospital, and the church, and any other builings, etc.
- The total productivity should be shown at the left side with the defense score, such as hammers generated per hour, anvils per hour, gold per hour and TAS, etc
- With this new info included it may need headers such as produce, defense
[edit] Total Health
When vassals in a building are weakened and defence or production are lowered, the total should be shown on the building stats. For example, if you have 3 squires in your Wall, each at Strength 9/10, then the "shield" number could display 27/30 instead if just 27.
[edit] Color Coding
This way, at a glance, the lord can see which buildings may be weakened or underproducing.
- On economy buildings like market, workshop and castle: If a building is empty the vassal count could be red, orange to show vacancies, and green for full.
- On defense buildings like walls, palisade, towers: green for full health, blue for 75-100%, orange for 50-75%, red for less than 50%.
[edit] Vassal Overview
!!!!!!! We don't see anymore in which buildings are the vassals. The pop-up is bandwidth consuming and totally un-useful, as we can only see 1 vassal at a time. We need to see them ALL like before to have a good overview. Please switch back - it was perfect before !!!!!!!
- IT WOULD BE VERY NICE to flag the vassals in Church, to make them not attack, so we can let them pray for 24 hours.
It is often very confusing to organize redirecting your work force, especially if you completely swap priorities and many need to be rearranged. i only have 30 vassals, marina has over 1200. i think this would greatly ease game play. (although with 1200 vassal its not going to be easy
- A whole new page should be added with same layout as the capital now but instead of pictures of buildings have drag and drop lists of vassals in each building and their power. this would be very helpful and should be easy to implement (maybe not drag and drop, but even just being able to see the lists together would be a great help).
- if it was drag and drop (please please please) it would need to fit all buildings on one screen.
- it could be wider and the stats at the left side could be removed.
- number of vassals per building and total building production wouldn't take much room as just basic symbol and numbers by building name. other building stats aren't necessary here.
- some basic stats can go across the top in a row to help organize vassals like gold per hour, wall/palisade/watchtower, hospital rate, alert rate. these would need to refreshed whenever a vassal is moved.
[edit] Facebook Profile
Can we get the small version (when the app is in the left coloumn) to show the details half instead of the avatar please? The large version is way too big but the small version is pointless.
[edit] Lordview
[edit] (Re)Recruit
When a squirrel leaves a capital their page should remain. A Re-recruit button should apear to the previous (or any previous) liege, that when clicked will re-recruit the vassal without sending another invite. If a non-ex-liege views the page, only a Recruit button appears which does send an invite. This would ensure that invites are still sent and new players are still "encouraged" but would cut the need for a single person to repeatedly spam the same people with invites.
[edit] Attack directly
- Raid and conquer with buttons to send gold. when pressed, location butons appear to left of these.
- "Sieze this vassal" should be linked next to each vassal on their list wich should bring up the same location buttons.
- Repeat Last Attack should be displayed on last attacked nobles page and on your home page as described under Sustaining Combat in the combat suggestions.
[edit] Location
To distinguish players, bacause the avatars are all the same and profile pictures can change and a lot of names are the you include location, such as Baron Alias of London. This could be taken from your facebook hometown. or...
[edit] Player Avatar
- Could we have options to change the look of our characters, such as hair and skin colour, build (skinny, fat, muscley), maybe basic clothes changes, such as good or evil, but most of all i think FAVOURITE WEAPON.
- Maybe when the liege views them they could have different looks:
- deteriorate when hurt, like get a bit dirty, then ripped/blooded clothes, then injuries.
- Glow when charged with zeal?
- weapon change to a sledgehammer of sack of gold for workshops or market, or hidden when socialising in the court.
~~ I too would very much like to be able to change the looks, and possibly the attitude of my avatar. While she is a lovely woman, she is supposed to represent me, and i would never run about my land in such immodest attire! nor am i blond! I have noted that many have the same or similiar concerns on the discussion board. What i think would be lovely is if i could choose perhaps not only a different race of human but possibly Elfin (their women are so very lovely), or Venutian?
~~This game is very well done, and blessed with great caretakers - you do an amazing job keeping all this running - however... for many of us, it would be greatly improved by an ability to personalize what most view as ourselves when they come to visit or look-see! Whatever you come up with i'm sure it will be as incredible as the rest of the game.
~~ On a side note to this... because my children often help me with this game, and quite often other's children are players in this game- please be sure that nudity of an avatar is not an option. Thank you, and i hope you can implement the changes soon!
[edit] Coat Of Arms
- I thought, even if we had to host them ourselves (im not sure im allowed to mention the name of a certain photo hosting site where you could put holiday pictures of you on the beach with your BUCKET and spade building sandcastles and reminiscing about knighthood) could we have a coat of arms on our lord view.
- Im sure one of the thousands of people on here could develop an app to design one easily that you could save and/or display on your profile. You could just choose...
- Background shape: Circle, Triangle Up/Down, Shield, Rhombus, etc.
- Background texture: Solid, halved down/accross, quarters, cross, striped down/accross, etc.
- Background colours: 1 or 2 colours
- Symbol: A solid decal such as skull, crossed swords
- Symbol colour: 1 colour
[edit] Job Description
- I think ive seen alliances use these, im not sure how meaningful they are tho, but hey could be used by anybody for fun.
what is your responsibility in your lieges capital? treasurer, master wizard, workers union leader, personal guard, minstrel, toilet cleaner?
- this could be chosen by each player or could be bestowed by your liege wen you become loyal.
- example. Baron Alex, Treasurer of the Capital of John
[edit] Weapon of Choice
As mentioned in the "Avatar" section i think your favourite weapon shoud be included in your details as it says a lot about your knighthood persona.
[edit] More Details
lots more useful/interesting facts please
- Vassals
where they are in your capital, what they are doing for you now(ie how much gold/hammers/anvils are they producing for you per hour), total work done for you (so you can judge their worth), when did they first become your vassal (squirrel even), how long have they been loyal (since loyalty countdown and without rebellion/diserting), how much have you hurt them over the years, battles won/lost, gold summery as below under "Anybody Else".
- Liege
All of the details above could be shown on your liegespage to show what you have done for them. maybe its time for a pay-rise1?
- Home
Strongest warrior (most wins), top vassals (most gold produced, most work done, etc) so lieges can reward.
- Anybody Else
hometown and country, how many time have they attacked you, and you attacked them, have much gold has been taken from/by you (or a summry such as: Baron John owes you 4000 gold), and how many vassals have been taken from/by you, ever been under my control?
[edit] Heal Button
- Add a "Heal for [X] gold" button on vassals' pages.
- Heal all button on home page.
[edit] "Move To" Drop-Down Menu
Add a drop-down menu of locations in your capital which would allow you to move your vassals to any building (except where they are currently at).
[edit] Notices/Recent Activity
- Grouped Notices
Sometimes when you hit the jackpot on a raid and go back for more a few times or when wearing down defences,your notices get clogged up with repeated messages. instead of: you raided... 150 gold x3. it should be: you got 450gold from... in 3 raids. or: you failed to breach... walls 5 times. maybe even as far as: you took 1000gold from 3 Nobles in 8 raids.
- you could put an "expand" link which would show all of the notices reduced, if closer inspection is needed.
- Filter Notice History
Add check boxes to choose which notices to see on your own and others. normal limitations would still apply to others lordviews.
- 1st row: vassal siezed, gold raided, ransoms, gold spent/sent, builds/upgrades finish, promotions, loyalties.
- ...and another row: Done by you, Done by others
- maybe a drop down menu next to that listing opponent names that still appear in your newly filtered notifications. or if you are on gold notifications it will select "more than X gold". etc.
- When viewing other peoples lordview, all events except ones that change power rating are omitted. maybe ones involving you should not be. such as if you raided gold from them, or they raided gold from you, or a failed siezure. these are not secret from you as they would be i your own notices and could give good reason to go ahead with or stop an attack.
- When viewing other peoples lordview their notices still say "you" or "your" when talking about the other person. This is misleading and very annoying.
- Time/date in log entries should be changed to "d:hh:mm:ss ago" or we could be given a choice. (If using time stamp, not time elapsed, it should be local to the user)
[edit] Introduce a legal system
- Allow a player to appeal to a court of his peers (a jury of 12 similarly ranked, randomly chosen players) who would sit in judgment of an attacker. They could be offered a verdict of guilty/not guilty. A majority guilty verdict results in a fine and a set period to pay it off in, a majority not guilty or an even verdict results in a the case being dismissed.
- A fine could be dealt with in the same way as building/levels. The player can then either pay if off in lump sums or dedicate a percentage of the money earned in the marketplace. Failure to pay results in imprisonment - which could be the removal of the ability to attack anyone for a period of time.
- The system could also be used for kidnapping, where the kidnapped victim is returned on a successful verdict, and theft where excessive amounts are taken.
[edit] Bankruptcy
The main reason i was thinking of this was fr when people expand their brracks too fast and lose interest. they could declare bancrupcy all nobles are realesed, all squirrels leav the court, buildings are deconstructed and gold is reclaimed. total reset.
- I agree. I'm guessing thousands of players have quit because they made an intuitively obvious move that turned out to be bad strategy (building their barracks), and had no recourse. However, there should be a limit to the number of times someone can declare bankruptcy - perhaps once every two weeks, or only once ever. –Uifareth Cuthalion (talk) 19:25, 10 March 2008 (PDT)
[edit] Sending Gold
- It would be great to be able to include a personal message when you send gold, for instance so that it says "Baroness Bek has sent you 1000 gold! How nice of them! They also included this message: 'Congratulations on your promotion, Baron Marcus!'"
[edit] Browser Toolbar
An IE and Firefox toolbar that allows us to work with Knighthood. I tried the FB Toolbar and it does not seem to work with apps such as Knighthood.
[edit] Standing Orders
It would be really nice to be able to leave instructions on how to continue when I go to sleep or to work, etc in either PM or WM. Non-attack kind of stuff like, split gold from market place between castle, workshop and bank. Or tell the sword, pike, axe shops to re-arm everyone first then accumulate in garrison.
[edit] Clearer In-Game Instructions
[edit] Server messages
Server alerts, such as for planned downtimes, could be sent as a status message to each player. That way you'd see the alert the next time you complete an attack (or other action), rather than the next time you read the discussion boards.
[edit] Cheating
Cheating has become so rampant that it dominates every aspect of the game. It needs to be stopped, and soon, or the only players you will have left are the cheaters. –Uifareth Cuthalion (talk) 19:32, 10 March 2008 (PDT)
[edit] Cheating?
So how are people cheating?
Justondean 14:39, 25 March 2008 (PDT)
The simplest and most annoying way to cheat is to create fake facebook accounts, send them invites, and then install Knighthood - creating an unlimited supply of knights. Some people also use this for squirrels, to cruise the ABs. (Guess why they don't have any *real* friends to invite!)
The obvious way to slap this is down is with the 'Uprising' feature.
The false accounts ('clones') rarely have more than one friend (the actual human), photos, or any extra personal information. If any 10 or 20 lacks all 3, have them enter Uprising - and a successful Uprising free any 10 or 20 who lacks *any* of the 3. That way you'll only hit the cheats, but ensure that the cheats regret what they've done.
29 May
There seems to be some abuse going on now we can sell vassals. I have seen 40 power Knights sold for 140 000 gold coins then put back for sale at nearly double that which is crazy.
What is to stop a liege selling a vassal than that vassal releases all his powerful vassals so they can join his old liege?
[edit] Suggestions Mistakenly Placed in Talk:Knighthood
Build Queues, and upgrade queues might be a good improvement.
[edit] Proposal: KH News and Dev announcements
What are the feelings on creating a new page to contain news and developer announcements?
The FB DB is appalingly useless (no stickies, stupidly basic search, no "other posts by this user") so keeping on top of official announcements is beyond mere mortals.
However, some good souls with faster reading skills than I are managing to maintain posts on the db with summaries of dev comments. I think having these on the wiki where they can be reliably pointed to (and reliably found at will) will make a far better and less confusing system than the current mess of hundred-page-long threads with 5 vital dev comments and 872 baseless claims by fools who misunderstood the dev comments.
Any opinions / comments / policy conflicts ? I'm thinking a link in the summary block and again in the related information section. AshleyGittins
[edit] Suggestions that have been implemented
The following suggestions from this page have been implemented into the game.
- When a player requests to be a vassel, the new liege is able to approve or deny the request.***
- Add a drop-down menu of locations in your capital which would allow you to move your vassals to any building (except where they are currently at).***
- Condition Loyalty suggestion, otherwise known as mercenaries. .***
[edit] spies and assassins
i have been thinking about a way to steal money or kill vasals without some 1 to know it i think that you can create a building or some thing to unlock assassin and spy
the spy could steal money from any player with out a trace it should steal 15 gold per half minute and the only way to spot him is to go to the castle and have a button standing ¨search for spies¨ and when you click it it will take 15 seconds to find him when hes found it will take 30 seconds to get to him and it will take 15 seconds for the spy to get out and he will spot them after 5 seconds and they will try to get to you and kill him you also you will get a pop up saying that they are searching for the spy the 2 buttons will apear first one says get him out second one says let him find out by him self
the assasin could be abble to kill any vasal with out trace and the only way to spot him is to click att the search for assasins button in the castle it will spot im in 1 minute and you will be warned just like the spy 2 buttons first one says get him out second one says let him find out by him self
[edit] Change to Tower
The tower should allow you to protect your gold. Based on the level of the tower you should be able to protect Level x 4000 gold. So if you have a level 4 tower (Not size, but level 4 tower), then as long as you have vassels in the tower you can protect 16,000 gold.
To my knowledge the current formula is:
Gold_Protected = Tower_Power * ( 20 + Tower_Upgrade_Level )
Change formula for amount of gold protected by tower to:
Gold_Protected = Tower_Power * ( 15 + (5 * Tower_Upgrade_Level ) )
This makes upgrades to the tower more useful by a factor of 5.
[edit] New Buildings
there should be 3 new buildings one in each area and in these buildings. we have options as too which ones we want to build and the limit is three. we can train our vassals in different areas like spies, combat specialists, and nurses. these are interchangeable and u can use any occupation, like for example there could be a blacksimth apprentice place thingy and however long a vassal stays in that builing a timer goes up and up and up no limit and then when the vassals is switched to either the pike sword or axeshop he produces five times the normal amount than he would regularly for however long his timer lasts.
