Let AR stay for the times the Solo is 'offline', but not for the complete offline period:
The minute he logs in, he looses his AR to a normal player level. This way he has to play the game with his pNaps, like an alliance. When he has incommings, he can mail them, call them, whatever, to defend his acres.
When he is afk, a bit more protection might come in handy. To make sure they are active: Even in the AFK situation: Build of AR after a certain period:"
f.e.: Player has stopped playing, logs off (and there are no attacks current): No AR. After 3 ticks: AR Appears. Player is not playing for 8hours: AR starts building off until zero.
Player logs in: AR stays at zero.
Player logs off etc etc.
This way you keep Solos active and you push them towards active PNAPS (beginning of an Alliance).
Alliances are with this system more capable of attacking solos, but have a harder time raping them whilst they are AFK (and not sleeping).
Kill pure solo.
Does this make sense?
The minute he logs in, he looses his AR to a normal player level. This way he has to play the game with his pNaps, like an alliance. When he has incommings, he can mail them, call them, whatever, to defend his acres.
When he is afk, a bit more protection might come in handy. To make sure they are active: Even in the AFK situation: Build of AR after a certain period:"
f.e.: Player has stopped playing, logs off (and there are no attacks current): No AR. After 3 ticks: AR Appears. Player is not playing for 8hours: AR starts building off until zero.
Player logs in: AR stays at zero.
Player logs off etc etc.
This way you keep Solos active and you push them towards active PNAPS (beginning of an Alliance).
Alliances are with this system more capable of attacking solos, but have a harder time raping them whilst they are AFK (and not sleeping).
Kill pure solo.
Does this make sense?