Topic: Event Failure

I would like to see all player actions have a chance to fail.  Perhaps a small chance, perhaps greater.  Such as:

Base failure rates:
Attempt to send resources - 10% chance of failure - loss of 50% of resources
Attempt to send runes - 5% chance of failure - loss of all runes involved
Attempt to train troops - 5% chance of failure - loss of all resources involved
- If failure, 50% chance that barracks (or whatever) is unusable for the ordinary training time
Attempt to upgrade building - 2% chance of failure - building is destroyed but runes retained
Attempt to launch attack - 5% chance of failure - troops are unusable (cannot withdraw) and no damage can occur in target village
- If failure, 50% chance that 1/2 of the army marching will die
Attempt to withdraw attack - 25% chance of failure - troops continue on to target (withdraw button vanishes) and will damage target village

I think that honor differences would be a good modifier to the base rate for some of these.  I also think that some should increase or decrease in probability with respect to net worth

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Event Failure

Seems a little bit harsh and complicated to me at this stage in the development of the game.

Regardless of how small the chance of failure is stuff like this will only discourage new players.

Re: Event Failure

don't like this sad it's already hard enough for a lot of players to compete with the rest, if you enter this in the game we'll lose a lot of players and it certainly isn't attracting new ones...

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

Re: Event Failure

i dont see the point....

just that guy... remember him? didn't expect you to...

Re: Event Failure

I was thinking that since there is a chance of failure for spells cast and thief actions, that all player actions should be probabilistic.  As it stands now, certain actions are certain.  I was trying to come up with a way to build more uncertainty into the game.  Previous suggestions have included variable troop marching speeds and the like.

I was trying to duplicate uncertain events that come from a larger environment.  For instance, Resource loss in trades would be the result of bandits waylaying the caravan.  Construction failure kinda speaks for itself - stuff breaks all the time.

For the last two (launching & withdrawing attacks), I was thinking that they may be useful to constrict a larger player's willingness to attack smaller ones.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Event Failure

There is enough randomness in the combat equation to offset randomness everywhere else.  I would not be in favor of something like this.