burgingham wrote:
Also also ressource nodes. Far too easy to grief, far too hard to defend, far too tedious to discover (far too few existing in general?). In particular obviously river clay. I have shown you the picture how we defended it with crossroads I think and that is the only way and took 13 hours straight work of 5 or 6 people. On a related note I have thought of remodeling ressource spots in a way that a hotspot only determines that you will get for example clay from it, but the actual quality is randomized on let's say a daily base. This way every spot owner gets the chance to good ressources sooner or later. But that might be something for a seperate topic.
This is...Very intriguing to say the least, so I thought I'd make that topic for you.
I think the idea is very neat in itself but I do see a few cons to go with its pro's though namely the randomization.
While daily or every two day randomization would be very cool, having the randomization be complete would be less cool, It would put an end to resource wars forever really, because whereas now where you might raid a village for its q80 clay, with this implemented you wouldn't because the clay would be gone in a day and might be q10
The way I would improve upon this idea (you've probably already thought of it, just not wrote it

have the resource vary daily or every two days, but cap the change at +/- 15 or 20 at most, that would at least slow the initial resource rush because you have no way of telling whether the clay for example is at it's highest or lowest peak, or somewhere in the middle, This coupled with the re-implementing the perception to quality thing would go a long way to stopping the initial rush, while later game still gives good reason to try out the new seige system.
Also if its not too much to ask, can you post the picture of you defending your ball clay, I'm quite interested in how its done
