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Bribing enemy units

PostPosted: 02 Aug 2013, 08:57
by Esthlos
What about making players able to "buy" the loyalty of enemy troops?
Ex. 1 gold chest per Militia, 2 per Wood soldier, 3 per Wood cavalry and Iron soldiers, 4 per Iron Cavalry

This should make defending you town later only slightly easier (it costs quite a lot to use this versus mid/late game armies) while making you able to effectively fend off Militia rushes without the need for a PeaceTime, and even use them to counter-attack.

Of course, only if the enemy troops are near your Storehouse...

(I've posted this here too, but I'm not sure whether it still is active...)

Re: Bribing enemy units

PostPosted: 02 Aug 2013, 09:13
by T*AnTi-V!RuZz
I don't think that would work. Someone could massively focus on gold and just bribe every attacking unit and then immediately counter-attack. But then other player will just bribe them back..

Kind of an infinite loop.

Re: Bribing enemy units

PostPosted: 02 Aug 2013, 09:16
by dicsoupcan
I don't think that would work. Someone could massively focus on gold and just bribe every attacking unit and then immediately counter-attack. But then other player will just bribe them back..

Kind of an infinite loop.
especially considering how cheap gold is at the market at the moment, you can make 3 goldmines with 3 goldsmelters, and you can trade every leather (leather, not jackets) you make and wooden weapon (both ratios are 1:1). so basically you can bribe entire enemy armies.

Re: Bribing enemy units

PostPosted: 02 Aug 2013, 09:20
by Skypper
bad idea.
kam is already campy and now it will be even more

Re: Bribing enemy units

PostPosted: 02 Aug 2013, 09:35
by Esthlos
Uhm... then what about making the gold cost dependent on the game time?
Ex. bribing 1 militia in the first 15 minutes of the game costs 1 gold chest;
after that but before the 30 minutes mark it costs 2 gold chests;
after that but before the 45 minutes mark it costs 3 gold chests;
and so on...
This should make it highly unviable the more the game goes on, and should also be "justified" with hatred between the factions building up (it's hard to buy someone who hates you, and a long war is a good reason to build up a lot of hatred).

Also, instead of controlling them they could get a symbol upon their heads (like hungry troops do), and those units could be unable to attack for a while and/or just be forced to walk back to their owner's starting location before they can be controlled again; this way it would be a weaker defence tool while still representing a mean to buy time when getting attacked by a rusher.