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Auto Generated lower accounts - Spam the game with entry level accounts to provide pond scum for newbies to feed off of.
Coronation - pick a person and serve under them as a Lord, or serve as their Lord.
but does not result in rank swap
What I am after is a situation in which the top player gets passed, and a player that has but a small chance gets a big win. One of my favorite gaming moments that I'm sure everyone can relate to was in playing monopoly. I had some small properties and was at the end of the game competing against a player with hotels on boardwalk. If i had landed on boardwalk, I would have instantly lost. But, after skipping over this property, my opponent landed twice on properties I owned, and due to no cash reserve (see hotels on boardwalk), had to start mortgaging his properties. This is the type situation I wish to recreate.
Each has a different style of being powerful.
that winner of a battle should be first the player who has the best tactic, second the one with the best "tech" (experience, special items, skills, etc), and third the one with the bigger army.
It is fundamental that lower ranked players be allow to attack and defeat higher ranked opponents. The mechanisms for this aside, this simple mechanic must be included and it must be effective.
A key thing to remember is that many people are drawn to games because it allows them to lose in a safe environment. It is almost desired/expected for a top tier player to lose on occasion. Without loss, there is no perceived challenge, which makes a game boring. The key here is for the loss to be logical (not sheer random chance) and for the explanation to be available.
If both the players have "rock units" then, following this guideline, the one with the highest tech level should win because his tech level will make his army stronger. If they both have rock units, and about the same tech level, then the one with the bigger army should win.
I feel in this topic there are too many "tricks". You build a game on strong math foundations, when you have bigger army you win, you don't give too much to random chance but base it on what player built during the game. Tricks like heavy randomness, impressions, players perception, counterintuitive battle outcomes are the second layer, an addition. You hand select some of them and carefully implement, as exception and with care, not as the basis of the game.
What I want to do is reward good strategy, and by my experience players enjoy games more if they make them feel smart. When you create a battle system that allows a player to outsmart the other it will most certainly lead to a much more interesting game.
priceless - watch people find "hole" in every single flaw you made and see them rage when you nerf it