Originally Posted by
OldPlayerback
2nd biggest suggestion I am going to propose, is to promote team work.
Since the Elf has been disabled to help casting self spells on team mates, I have strongly disagree with this.
Let's make this look like a REAL WAR man. A REAL WAR.
Since when a war a team cannot be allowed to aid into others? Cannot responsible to help on others? To support? Of course it should not be the case. Don't think about abuse or cheating yet. Think it big man. Think it positive, don't be negative.
In a war, chaining always happen. The same as a kdmate can be allowed to Vortex the MS away, the same as the kdmate can support in other way possible. What I am more wanting to see, is to disable the deep chaining in the current war system.
We have to admit. Chaining is what keeping many players away from warring. When heavy chaining took place in war, a player lose his acres and resources, troops, heavily. It took them weeks or months to build up those troops and resources, and less than 12h to vanish in a series of chain. This kind of gameplay is totally outdated and rejected by many players. This is the old gameplay style that took place in 10 years ago, where city builders can lost a city after months of building it. No developers do it that way anymore. Look at Crash of the Titans and many games alike it, its all a bunch of copycats of the same improve version but with different mechanisms, but they protect what the players built and keep their games going.
You cannot simply destroy what other players have built up that took them a long time. Warring in such a way isnt correct. You want to increase your player base, change this feature first.
War win can be achieved, doesn't require full annihilation of the entire kd. A war can be decided, same given an option to both kds to agree upon. For example, how many acres can be gained in a period. How many ops can be done. Many other ways to decide a war win. A system can be written into it, that once a kd fulfill this condition, war win will be automatically decided not even needing a kd to press on the surrender button.
By this we can offer more options. YES, again I mentioned about OPTIONS. More options for a kd to choose their war. A kd can choose to fight till their last acres. A kd can choose to play a light weight war. A kd can choose to play a dragon war. A kd can choose to play an oping war.
To fight against chaining, just change the war mechanism.
Suggestion 1
First 24h of the war, the first waves into prov will suffer great reduction.
For that, there will be not needing everyone to standby at the exact hour where the war of the date is declared. Someone can login a few hours late and it wont affect much. Dont make it too extreme.
For example. Suposingly we can hit a prov for 200 acres in the first hit, reduce it to 50%. The next hit into the same prov will be with greater reduction. Lift up this reduction protection after the first 24h, and you can continue to have your chaining away.
Suggestion 2
Often we see huge prov and small prov in a kd after a war ends, serious differences between the size of prov for a kd. Kds often end up like this and it took them weeks to rebuild. Some the huge prov need to be raze down in size. Some the small prov need to rebuild a long time again. This is all wasting time.
So can we ask ourselves one question, why we cannot war often? Because we need to rebuild. Why we need to rebuild? Because we want to war.
So what that lead to? Opposite effect.
We want to war but we need to rebuild. We cannot war before we rebuild. But rebuilding after war is necessary. You cant war before you rebuild.
So how to war often without needing to rebuild much?
How to participate in war without needing the attacker to do army in army out?
How to enjoy warring instead of seeing brutal chaining every wars?
Where is the strategies applied? What personally I wanted to see is strategic war planning and fighting. Not brutal fights that smash between each other into nothingness.
Do I prepare and build up all my kd, my prov only for one war? Of course I don't. The entire age is so long, I want to play more wars, I don't want to prepare so long just to fight one war and then never ending preparation again.
You must improve the aiding system and the ability for huge prov to station their troops in other prov once they have been chained.
Of course the stationary troops will not took the resource and space from the prov but from their own, else this would not be calling reinforments, aid and support.
This will help in anti the chaining, this promote strategies, this promotes team work.
Find a way, that let the huge prov and small prov to continue to fight a war. Took away the impossibility that make the difference of huge and small prov unable to take care of each other in the war.
Why, why a same player in a same kd cannot help on each other in a war? This is illogical. You want team work, yet you restrict the ability to help on each others. By the support and aiding feature, you will promote friendship in a kd, team work, and war achievement.
Make chaining in the war disappear as a war feature in the warring system in utopia. Every wars, every kd must chain to win. It looks like only by chaining a kd can win a war. That means you warring system only appear to be one way.
Chaining destroy a player's effort. Chaining only one way to win a war for 15 years, its enough. Improve, change and improvise.