WaterVirtue said:
I like to make the following 2 suggestions that will make this game more dynamic and exciting:
1) Troop building speed is way too slow => Make troop building speed across the board for all troops to be 3 times faster than the existing programming. If troop building is substantially faster, the game will see a lot more action and more fun to play.
2) When spies are sent for spying mission, large number of spies should kill opponent's spies based on the overall number/strength of the spies involved as well as castle sentry bonus points. The existing version give all the advantage to the defender with large number of spies, so the attacker who sends spies is at a huge disadvantage. The programming logic should be changed so fighting of spies should be more balanced. Again, this will dramatically change the dynamic of the game, and it will be much more fun to play. Using assassins to aid spy killing is not an effective game design.
What puzzles me in the game logic for spies: If a spy mission is successful, how would the loser know? Spies are supposed to be stealth, aren't they? I can have no spies at all out and still know I've been spied on...what is the logic in that?
Attacker has a bigger advantage with the attack units though, so it sort of balances out. You can spy first to avoid hitting blind, but its going to cost you. I've seen plenty relegate spies to beacons only and just use fireballs to spy. Its effective if you know how to estimate the def based on what you kill (and if you don't mind spending sapphires to spy).
Personally, I think fireballs are one of the more unfair things in the game. There is no defense; someone fireballs you and your troops get killed, or altar if not enough troops out to soak it up. It does not seem like castle def bonus has any effect on damage from fireballs; if it did, many players with tons of guards and lvl 5 fortifications would take no damage from fireballs at all.
My suggestions for making game more dynamic:
1) faster troop build times
2) lower the resource cost of defense troops to balance out the current massive imbalance in off vs def
3) Fireballs do a set amount of damage that cannot be blocked; that is a rather unfair advantage. Def boosts should count vs fireballs.
4) Hamlets are too risk free for attackers; do away with the auto recall of offensive units. I'd also suggest that dominion give a defense boost along with the resource boost.
5) Extend defense bonus to all def units regardless of location; def is at a huge disadvantage in most of the game. If you want people to expose their def for PvP, make def more effective.
6) Reduce cost of reviving units or significantly increase tournament rewards. 99% of the time, the rewards are nowhere near what you lose to earn them.
7) Fix the lag. Certain times of the day are unplayable due to the lag. When a league mate gets fireballed and I try to send reinforcement or revive guards, the game freezes until the animation loads. When the lag is really bad, I also can't attack or reinforce because the menu when you hover over refuses to come up.