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Post-Timeskip Suggestions: War Rework
#1
Note: This suggestion is made with the assumption Kt's War Incentives and Land Claims idea is implemented. I'll use the words 'location', 'point of interest' and 'territory' interchangeably, but I'm referring to that when I do.

So, Wars. The big, organised conflict of the Eternia world.

Currently as they stand, Wars are big battles with at least a week of notice being given. While the current system is hardly bad, perse, I think there's room to make them better. Hence, the following suggestions for changes to them. Expect some overlap from my previous Strategic Map idea.

  • First up, discourage Total Wars. By this I mean wars waged with the singular purpose of razing a city. While these shouldn't be stopped entirely, its my belief they should be made more difficult. How? This is my suggestion: Give certain Points of Interest/Locations the 'Fortified' and 'Barrier' properties. The 'Fortified' property gives a main settlement a +x advantage to defensive battles. Which is to say, if you skip the single 'Fortified(2)' territory of a settlement to attack it directly, to win you need to win the war by 3 victories, i.e. 10-13 in favour of the attackers. 10-10? You lose. 10-12? You tie, and thus lose. The 'Fortified' property is cumulative, so if a settlement has 2 Territories, one with Fortified(1) and one with Fortified(2), they gain a +3 advantage to defensive battles for the main settlement. The 'Barrier' property, on the other hand, is a stop. These are the territories you MUST take before you can attack a settlement directly. Think the big fortresses of the world. Ideally there'd only be a few of these (maybe one for each settlement?). This would encourage actual strategy in wars.

  • Secondly, end the one-day-war. Currently, the actual battles of a war take place on one day. This is fine...unless you can't make it to a battle. We've all felt the pain of being unable to make it to the battle that could result in the survival or destruction of your faction. Instead, I propose a war system more akin to the last war of Spires; a war is declared, and a week is chosen. People sign up before the start of the week (or perhaps even during it!) and are given matchups to fight throughout the week. A win is a +1. You may also fight outside of matchups, because natural conflict is normal during a war. Winning such a battle grants a +0.5. This tallies into a 'warscore'. At the end of the week, the victorious side may launch an attack to take a Location/Point of Interest from the other side. Handle this as matchups or a Battle Royale as preferred. As a result, while there's still a big day for a stage of a war, people who can't make it have a chance to engage in it, and -as a bonus- things feel more like a campaign than a week of tension/occasional fight then a big battle.

  • Finally, Wars for Locations/Points of Interest. KT's suggestion pretty much covers this.
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