< img height="1" width="1" style="display:none" src="https://www.facebook.com/tr?id=433806094867034&ev=PageView&noscript=1" />

Text:

Comment:

Home > Fantasy > Almighty Game Designer > Chapter 398

Chapter 398

Words:1686Update:22/06/20 13:06:44

Report

In such a large-scale battle, Zheng Hongxi quickly understood how to fight the League War in "Shores of the Unyielding Earth".

Because it had a completely different game mechanism from other games, every player could play a role in "Shore of the Unyielding Earth." Even if it was a player with zero paywalls, as long as they played every day, they would be a valuable asset to an alliance.

In such a large-scale alliance war, players would also form at least three teams: a main force, a siege team, and a pathfinder/paving team.

Unlike attacking NPC cities, the siege team didn't need to bring troops because it was impossible for the siege team to defeat the enemy's main force. They could only avoid the enemy's main force and dismantle strongholds. On the other hand, these low-level strongholds and player strongholds could be dismantled without the need for troops.

In the Alliance War, a player's main tasks were the following.

First, destroy the enemy's strength. This was the main force's task. They were to find the enemy's main force and attack, cripple the enemy's main force, and open up a path for their own siege team.

Of course, whether they would kill or be killed depended on how strong their main force was. To determine the enemy's strength, they had to first send a suicide squad to test the enemy's strength. After confirming that they could defeat the enemy, they would then send their main force.

Second, defend strategic locations. This was also the main force's task. When the main force took over a key location (such as a neutral stronghold in the wild, a gap in the enemy's stronghold, etc.), they could send their main force to defend that location and use it as a springboard to continue attacking the surrounding areas.

Obviously, the enemy would also launch an attack on that location. At this time, the main force had to be stationed to ensure that the location was occupied and couldn't be taken back.

Moreover, if they wanted to advance, they had to set up a group of strongholds at a certain distance. The strongholds were very fragile when they were built, and any siege team could destroy them. Therefore, they also needed the main force to protect them.

Third, destroy the enemy's buildings. This was the main task of the siege team. In the Alliance War, as long as the Siege Value was above 100, they could be considered as a siege team.

(This was because every grid occupied by players had at least 100 Siege Value. Only when the army's Siege Value is more than 100 can they occupy the square that the enemy has already occupied. Otherwise, they will have to fight twice.

Since both sides relied on their Strongholds to fight, once a player's Stronghold was destroyed, it meant that their troops had nowhere to go. They could either stay at the frontline and be slaughtered, or they could only retreat with their tails between their legs.

Fourth, explore the way. This was mainly a mission for the suicide squad. Every player had to form a suicide squad, which was a cavalry that could run fast. They did not bring any troops and were only there to scout the path and see how strong the enemy troops were. After confirming it, they could send their main forces to attack.

Of course, as a commander, he had to make a series of strategic decisions during the course of the battle.

For example, where would be the most suitable location for the Strongholds to be erected? If they were too close to the frontlines, they would be easily defeated. If they were too far away, it would be inconvenient to mobilize them. When should one defend? When should we attack? How many main forces does the enemy have? Which ones should we use to destroy them?

If the decision was wrong and the enemy found a loophole and lost a Stronghold, it could lead to a defeat in a crucial battle. It would be a huge blow to morale.

Moreover, Zheng Hongxi soon felt that in Shores of the Earth, while the tycoon players were important, the commoner players were also very important. This was because the two played completely different roles and could not be dispensed with.

Obviously, as a game with paywalls, Shores of the Earth could not and should not allow every player to be equal. However, it used another method to allow commoner players to contribute to the battlefield.

The only difference between paywalls and not paywalls in Shores of the Earth was whether one's general was strong enough. For example, it was normal for a tycoon to rely on a Viceroy's lineup to defeat a dozen commoner players. However, this did not mean that tycoons could do whatever they wanted.

Resources could not be bought, recruitment could not be accelerated, and the time to dispatch troops was also fixed. Items could not be used to speed it up.

In a battle at a crucial location, tycoons could indeed play a very important role. For example, if you wanted to defend a key checkpoint and stationed a dozen troops, but a tycoon came over alone and defeated all of your troops, there would be no way to fight the battle.

Or if you had to attack a certain checkpoint, but the tycoon was stationed there, and similarly, the commoner's dozen troops could not charge down, it would be very troublesome.

However, no matter how strong the tycoon's combat power was, his general only had 100 points of stamina and could only move five times. Moreover, troops needed time to move, and everyone could clearly see the movement and arrival time of the troops. Therefore, commoner players could completely avoid the tycoon's attack.

It did not matter if the tycoon was stationed at a certain place, as long as they did not fight him head-on.

In addition to killing the enemy and defending the city, the local tyrants had an absolute advantage. Plowing the ground, sieging the city, exploring the road, and paving the road were equally important, and everyone could do them. If the commoners were willing to spend some time and were a little smarter, they could completely fool the local tyrants.

Moreover, as the game progressed, many good-looking commoner players could also form a decent lineup. As the game progressed, the gap between commoners and tycoons continued to shrink.

In addition, the tycoon had formed a very strong Wei Cavalry lineup, but the commoners just happened to be able to gather a set of Wu Bow. Therefore, both sides could at most fight to a draw, and it was impossible for the tycoon to defeat them all.

As the game progressed, one would realize that an alliance with clear thinking, a commander with diverse tactics, and a group of commoner players who knew how to play and had a lot of time were far more important than a tycoon.



The alliance battle between [Dragon Zhan] and [How Say You Have No Clothes] was gradually reaching its climax.

[Dragon Zhan] had more people, and there was a tycoon like Cloud Recesses. Very quickly, they completely demolished the enemy's strongholds around the alliance master, and gradually pushed the battlefield towards the location of [How Say You Have No Clothes]'s alliance master.

A civil war within a state was different from a state war between states. During a civil war, the focus was basically on the two alliance masters' cities, because only the fallen alliance master was meaningful. Whichever side's alliance master fell first would be the side that lost.

Moreover, the players of these two alliances were basically all over the Liangzhou, and everyone could use their ally's territory as a springboard to fly anywhere. Therefore, the people of [Dragon Zhan] quickly opened up a second battlefield near the alliance master of [How Say You Have No Clothes], changing from defense to offense.

You've already exceeded your reading limit for today. If you want to read more, please log in.


Login
Select text and click 'Report' to let us know about any bad translation.