#Separatists and Rebellions.

14 messages · Page 1 of 1 (latest)

fallow fog
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Make it so that players (single and/or multiplayer) can revive by declaring independence from the occupier(s)

It would work if the occupier is weak, and you usually respawn with your borders 5 seconds before being defeated, or any time the developers decide.

If the occupier is strong, you get absorbed again.

If you leave the game, you simply lose...

elfin current
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One way how to make game last for eternity, it's enough already that most high pop games last 30mins

fallow fog
fallow fog
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it's your fault to keep your guard low
also, your growth is faster so he gets no chance, his only effect is weakening you by 2%

fallow fog
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i don't die early

harsh fern
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It would be advantageous if vassals offered some assistance, such as having to accept being vassal to another player. However, there are drawbacks: you lose 25% of everything you own to your leader or master. The maximum number of vassals is 2. Players cannot vassalize someone with the same combat power (maximum army), less than 20% of the maximum army, or greater than the player. If the vassal has the same combat power as the player, if they release themselves, the 25% returns to the vassal, returning them to the maximum army power, but not all at once; they are free to raise their maximum troops. If the master wishes to break the agreement, they gain the same 50% defense debuff. However, this debuff only occurs if they break the protection timer. The leader can renew it if they wish, just like an alliance request. However, if the leader requests it, it is automatically accepted without the vassal having to accept. The vassal will have a 4-second timer if he wishes to rebel, but he will have a 25% defense debuff. This debuff only benefits the leader against his vassals. The puppets are weaker, so being someone else's puppet would be less viable. Furthermore, this gives the master 25% of the troops. The leader and the puppet will have a bar of troops gained or lost. The vassals will have a bar showing how many troops they are sending to their leader, which will be negative, and the leader will have the same bar, but positive. Both will be able to see the maximum troops they have or can have. The vassal will still have an idea of ​​how many they can have, but will not be able to reach it due to the 25% limit of the leader's army.

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Pros: The master would have more troops from the puppets, and this would also provide a more lasting alliance with them. However, the master would be the only one to benefit. Their only role would be to protect them, if possible. Furthermore, it would be very difficult for the puppet to rebel. This would only happen if your (brute force = maximum number of troops) was equal to the leader's or 20% lower than the leader's. If you have two puppets, plus their maximum troop count, they can also rebel, so it's easier to rebel with two vassals. Therefore, puppets can only rebel if they want to once they've achieved this goal and wait for the vassal alliance to end. If they attack anyway, they receive the 60% debuff. This can also allow puppets to choose whether to rebel at the right time or not. If the leader wins, the vassals win, but if there's a point count, they gain very little.

past cosmos
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This could be good with a Popularity Mechanic

willow holly
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A possible implementation:

  • I'm under heavy attack by a much larger power - at least 2x my size. I'm going to die and I know it. My attacker is not the current leader.
  • I offer to surrender. If he declines the surrender, I just get squished and am eventually fully eliminated, as before. Game over for me.
  • If he accepts my surrender, he instantly gets the rest of my territory and population with no further losses of his own troops.
  • After two minutes, I gain the opportunity to launch a rebellion somewhere in my old territory. This will give me up to 20% of my old territory and a proportional piece of my old population. Population is complicated, though, since his might be down. Maybe this formula: if my territory is 30% of his current territory, count 30% of his population as my old population, and I get up to 20% of that, so I get 0.2 * 0.3 = 0.06 = 6% of his current population.
  • I also have the opportunity to launch a rebellion in part of my old territory that has now been captured by someone else. Again, use a similar formula to calculate the population.
  • After 10 minutes, my population are fully integrated into their new country and there will no longer be any support for a rebellion, so I lose the option.

Something along these lines would be viable. I'm not entirely convinced I like it and would need to playtest it to see. The "surrender" option could also potentially be exploited by cheaters, although the requirement that the attacker be 2x the size of the smaller power but not the current leader limits that.

But I think it would have to be something along these lines. Allowing people to just launch a rebellion after dying isn't viable unless they had to give something up (such as surrendering) to get the option, and you have to allow the attacker the option to decline the surrender.

jolly junco
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this would go hard in a "Diplomacy FFA" gamemode (more focused towards longer, more strategic based games) than the regular FFA mode we have currently.

willow holly
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Yeah, I'm not sure I like it, but something along these lines is really the only way to make the initial suggestion work.

analog sentinel
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maybe put your troops into guerilla mode and they slowly degrade over time but require no land.