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  #21  
Old 03-21-2014, 11:45 AM
MajorTwitch MajorTwitch is offline
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I think that if you can call for defensive aid then, you should able to call for offense aid too. From friends or alliance members.
Attackers are already at a large disadvantage:
They don't have defensive structures
They could have up to 2/3 of the units of the defender
Defender do need to have siege weapons free up more capacity for other units

Without that would make it near impossible to successful siege cities of large alliances even if you are part of one yourself.
There is little point to even building walls as attack protection lasts until you build them. It is in fact more safe to not have them. No reason to have a garrison, unless you want to be attacked. The best way to do things have 90 population of workers to keep the army strength low and you will have enough money to pay if they do come by with a very small army.

You also need to decide if unit keep the technology and traits of the producers. A mercenary Grand Master does not equal a Grand Master from a Bol Fores'l - forest, Forest Warriors, Archmages elves with maxed tech. If the units do keep the traits and such the receiving player should not be allowed to keep the units.
When the call of battle is sent out there should be a check list of what units the player would like from his allies, like ranged pierce and melee crush. And or perhaps reserve list of donated units that alliance has can used to select aid.
Allies for both could spawn in waves at 5, 10, 15, 20 minutes.
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  #22  
Old 03-21-2014, 11:57 AM
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Konstantin Fomenko Konstantin Fomenko is offline
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Oh we are definitely giving this ability to both players. Would add a nice strategic element - at what point to use your aid. And while players are fighting, they might wanna send Alliance message asking their team members to help them.

But it will be limited - to 10 units tops, and no OP stuff, we`ll be sure to balance it right. Basically as most it would make 20% difference on the battle - depending on how big the players original fighting force is.

And good idea - we could make this ability recharge in 10 minutes.
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  #23  
Old 03-21-2014, 12:33 PM
MajorTwitch MajorTwitch is offline
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I guess at this point my main worry is actually usefulness additions units. Mostly in terms of their level, skills selected, technology, and traits.
Additionally composition, is the aid going to have synergy with your army. Example your aid is a bunch archers when you have nothing but archers. Units for tanking would be much more beneficial.
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  #24  
Old 03-24-2014, 09:58 AM
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gorgos96 gorgos96 is offline
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Kon I really liked your idea but what about this one; we dont send soldirrs to battles but we senf them to players homeland and we send our own solders from our towns. There should be a cap for every player which refreshes everyday. Or there could be an alliance bank as crowns but instead crowns ppl could donate solders and treasurer/leader etc is abled to send them to players who need soldier and there should be a time for solders to reach the destination
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  #25  
Old 03-24-2014, 11:28 AM
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Konstantin Fomenko Konstantin Fomenko is offline
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This is how some people on our team want to approach this - we are still debating if we`ll use resources or soldiers (in a way somewhat similar to what you described) I`ll update you guys on this next week, meanwhile all our time and efforts go to finishing patch 24 B this week.
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  #26  
Old 08-29-2014, 07:58 AM
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Topping this post for personal reference
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