Action Points Naval/Land x

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    • LG2nd wrote:

      1- Attacking a town on a different island needs blockading (occupying) the port first, so sea battle should
      be fought first. Since you can not send land troops until the sea battle is over why do you need more action
      points?
      Presume you are attacking as an alliance, it happens that you wish to take one port and join a land battle in another town. Before hand, you would just send in a block of ships and it would last 4 maybe 5 rounds at most equaling one hour or so. Now with the length of battle lasting several hours, reinforcements into ally's land battles is most likely. On the attack holding your troops stationary due to lack of action points for hours at a time is counter productive.

      LG2nd wrote:

      2- Defending an occupied town and its port is another issue, here you can send land troop enforcements
      while the sea battle is still on since your navy is the defender. So you need AP for your navy and army, here
      you will use the action point of your own town or the town probably you have garrison rights with it or completely
      a different occupied town.
      True

      LG2nd wrote:

      3- Attacking another town from an occupied town, if it is on the same island, may be you do not need blockading
      the port… and if you need for “obvious” reasons then having two separate amounts of AP (X for the land
      troops and Y for the navy) will give you more advantage.
      You may not need to, but in a war situation you will be engaging their ships, it will be impossible to wave both in and likewise it will be impossible for the defender to wave troops to the occupied town and ships to blockade those troops in

      LG2nd wrote:

      4- What happens if you attack simultaneously one town by land and occupy another town’s port from the same
      occupied town on the same island?
      You need to wave in both cases, you will be engaged in two battles with say, 6 actions points for your troops and 6 action points for your ships - that is the point - the new ships must be waved where beforehand this wasn't essential

      LG2nd wrote:

      Despite of these scenarios, I think having more action points still is necessary to carry on with the new battle system.



    • So say you are attacking a person alone by both land and sea from an occupied town on the next island over with six action points. You would then have six action points naval and six action points for your troop ships.

      If his town is similiar size, he will have six action points shared among naval and troop actions for a possible counter-attack or waving in defense. This does not seem fair. And if you were attacking from your own town instead of an occupied town, you would only have half the action points attacking from an occupied town gives you? Granted you would likely be attacking from a larger town if you used your own, but still, I only have one town that gives me 12 action points. Mostly my towns give me 11 total on their own. It does not make any sense for occupation to generate action points, however much action points might be useful to an attacker in waging a campaign. You already do get extra action points from occupation, because you still have the ones from your other towns as well.

      Maybe it would make more sense to allow someone to use action points from their own occupying town for missions from an occupied town, instead of giving new action points. That would give someone more available action points at the point of attack, but fewer overall.
    • automeris wrote:

      So say you are attacking a person alone by both land and sea from an occupied town on the next island over with six action points. You would then have six action points naval and six action points for your troop ships.

      If his town is similiar size, he will have six action points shared among naval and troop actions for a possible counter-attack or waving in defense. This does not seem fair.

      Did you miss the posts that said this would apply for all towns?

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    • Don't normally read this section.. good suggestion Isis. I think I'm too late for this, but I have an idea on it I'd like to chime in with anyways regarding determining the how amount of "land" AP's and "naval" AP's might be allotted.

      Since battlefield sizes are determined respectively for land and sea by the size of the TH and the larger of the two naval related buildings in a town, how about AP's being allotted in the same manner. Make the "naval" AP's available tied to the size of the port/shipyard, just like TH's. Start with 3 for a level 1 building and then gain another maybe every five levels or so.

      Just a thought..

      Regardless of implementation, I agree with the premise, more AP's are now necessary.

      Edit: I think I might be being talked about in this thread lol.. am I right Isis? At the very least have something to do with the inspiration? ;)
      "Gentlemen. It's now quite apparent that the enemy are not only fighting this war on the cheap, but they're also not taking it seriously. First they drop cabbages instead of decent bombs, and now they're doing very silly things in one of the most vital areas of the war."

      The post was edited 2 times, last by Squiffy ().

    • Squiffy wrote:

      Since battlefield sizes are determined respectively for land and sea by the size of the TH and the larger of the two naval related buildings in a town, how about AP's being allotted in the same manner. Make the "naval" AP's available tied to the size of the port/shipyard, just like TH's. Start with 3 for a level 1 building and then gain another maybe every five levels or so.

      I like the idea. It would add a better balance in.

      BabyFirefly wrote:

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      boobies. You have them ( and they are delightful )

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    • @ Squiffy

      Excellent suggestion. I think we ran along those lines somewhere in brainstorming, but in an effort to make the idea as simple to implement from a technical point of view as possible, I don't think we progressed. This is a simple way to solve all discussion about action points.

      As for being instrumental in bringing this idea to the boards, you are solely responsible for it! I also have yet to see someone get to grips with the new naval system as quickly as you did, you hit it running :thumbup: . I also felt for the innocent bystander whose port waters in several towns were in constant turmoil, but, well, war demands.... ^^


    • The programmers and staff of GF have got to be the worst business owners. Ideas that make the game still fun after the programmers mess with it? NO!

      Ideas on how make the game worse, implement as many bugs as possible and NEVER fix any! YES!

      Also the WHOLE Navy System as a whole is a walking disaster. Whoever had the idea of spreading damage over ALL ships (even in reserve) is horrible. Carriers that cant be killed because of reserves while PSB's are not dieing either.

      Its like the whole flag system all over again where whoever had more actually players in a town meant they would win due to moral. Just another "great" idea from the heads at GF. Morons..

      :cursing: :thumbdown: :thumbdown: