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Rally Point 2.0 - We want your ideas!

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    • jackel#EN wrote:

      Troop forwarding like they have in the birthday servers. If someone sends you reins you should be able to forward them to another village rather than having to send them back home to be sent out again.
      It's logical, but it does move things even more the defender's way. I'm not sure that's a good thing right now, I feel 99% certain that defence has too much of an edge currently. If that was corrected I wouldn't be opposed to your suggestion.
    • Aeneas wrote:

      jackel#EN wrote:

      Troop forwarding like they have in the birthday servers. If someone sends you reins you should be able to forward them to another village rather than having to send them back home to be sent out again.
      It's logical, but it does move things even more the defender's way. I'm not sure that's a good thing right now, I feel 99% certain that defence has too much of an edge currently. If that was corrected I wouldn't be opposed to your suggestion.
      a quick fix for that would be making helmets even better for increasing troop production or just allow the bonus to stay when you switch helmets. Another would be to just reduce training time for offensive troops or increase there strength. I agree that the defense has a big advantage. Also I would love to land 4 attacks in the same second again.
    • One thing that could make gameplay easier would be if you could enter into the rally point a plan for some pre-arranged attacks to be executed by the system as part of an alliance-wide attack or timed defense operations.

      Sometimes coordinated attacks are wrecked because of internet connection problems. Being able to enter in an attack sequence to the rally point, and let the game execute the order automatically, would level the playing field as far as internet connection speeds go, and make the planning and execution of alliance-wide coordinated attacks a lot easier.

      Likewise, if defenders could pre-program when and where they would like to send timed defense, that would make response to attacks easier as well. It would probably be more of a boost to defenders than attackers unless the option was disabled for sitters.
    • Getafix wrote:

      One thing that could make gameplay easier would be if you could enter into the rally point a plan for some pre-arranged attacks to be executed by the system as part of an alliance-wide attack or timed defense operations.

      Sometimes coordinated attacks are wrecked because of internet connection problems. Being able to enter in an attack sequence to the rally point, and let the game execute the order automatically, would level the playing field as far as internet connection speeds go, and make the planning and execution of alliance-wide coordinated attacks a lot easier.

      Likewise, if defenders could pre-program when and where they would like to send timed defense, that would make response to attacks easier as well. It would probably be more of a boost to defenders than attackers unless the option was disabled for sitters.
      I think this goes way too far. It would be like watching someone alse play the game instead of yourself. Just prepare the attacks for a week, set some trade routes to feed the troops and you can log out for a few days.
      No skill needed anymore, the bot will send every attack or defense perfectly timed for you.

      Getafix wrote:

      It would probably be more of a boost to defenders than attackers unless the option was disabled for sitters.
      Nope. Attackers for example can prepare (chiefing) attacks for the middle of the night. Defenders still need to wake up frequently to check their account.
    • I would like to see what we have in Legends since long.
      The ability to mark each incoming raid / attack / siege with a green / orange / red color depending on how dangerous you think this is.
      This makes it easier to see new incomings without all the work in excel or other tools.

      Based on this, an ability to group and hide e.g. the green ones. This would at least reduce the noise introduced by kingdom fake actions
    • How about setting up some search mechanic.
      For example
      1.enable search incoming or outgoing troops type/number greater, less or equate to particular, with or without hero.
      2.enable search incoming or outgoing troops arrival time, earlier, later or equate to certain time or within certain time slot.
      3.enable search fake where the rally point can see through the unit type of incoming troops.
      4.enable search incoming or outgoing troops from particular player or village.
      5.enable search incoming or outgoing troops attack type, raid, attack or siege.

      Also, allow ignoring or filtering some incoming and outgoing troops by adding a reversal search function and mark all as ignore so it would not appear anymore unless player enable to see ignored troops.

      The post was edited 4 times, last by Eartheater: forgot to mention the last one ().

    • Would be great if the RP had a role to play in the "Remove Inactive King" discussion/Solution. There have been many discussions/treads on this subject (e.g. King gone AWOL).

      For example, it would be fitting if you in your RP can select between 2 options (Happy with King .. or .. Not happy with King). This would make sense since in real life the Rally Point would be where the citizen would gather with their pitchforks if their King was highly unpopular. Say I have 5 villages with a total population of 2732, and I set "Not happy with King" in all my5 RPs ... then on the Kingdom Page it would be displayed "2,732 out of 100,323 citizen are unhappy with the king" (assuming all other villages in the kingdom have set their RPs to "happy with the king". If the Kingdom had too many citizens that are "Not happy with King" for a certain amount of time, then A King would be replaced with the Vice King, and the Vice King would be replaced by a Duke.


      Would be cool if the "Bad King" issue got solved in a "role playing" way like this.