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Announce News Post #3269

Raiding! Huzzah!

Written by: Jeremy
Date: Friday, January 29th, 2016
Addressed to: Everyone


We are currently thinking a bit about raiding.

I personally feel as though raiding a city is a key element to the game and I do not want to remove it. As a player, raiding and being raided were some of the most exciting times in the game.

However, it has become increasingly clear that the cost of raiding is nothing compared to the cost of defending a raid and raiders have learned to exploit this. While this is not breaking any rules, at that is the way the game is currently set up, it does create problems we need to address.say

We do feel as though we need to create a way for raiding to have a more of a cost for the raiding characters and organizations, or we need to reduce the cost of the raid on the targeted city or council.

We are currently working on some ways to address this.

Some initial thoughts on the table:
- Significantly increase XP loss for raiders.
- Reduce or remove comm costs for siege ammo.
- Significantly buff guard health.
- Instantly heal guards when raiders are killed.
- Make guards invincible and add upkeep costs.
- Turn off raiding completely.
- Increase telepath and archer damage.
- No siege fired outside of the city.
- Org related costs on the raiding city.
- Raider costs on death that are not XP related. Some sort of malus.
- Killing a guard (or enough guards) results in an org declared war, with associated costs.

I am posting this on the forums as well for a conversation. If you prefer to just share your thoughts/ideas with me, you can email me at jeremy@imperian.com.

Penned by my hand on the 12th of Vita, in the year 97 AM.


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