This is a sugestion with the aim of preventing one alliance from running away with the round right from the start and to fix the bashing problem.
I think the solution is a land cap, the max land you can get in the game is 7000 or whatever is a better value. To promote attacking bounty is increased on everyone by 50% or so and keep the current L/F system, if you are honourable the bounty in reduced, if you are dishonourable it is increased.
This way the top cannot just sit on massive land and win after round start. The only way to to get extra funds is through attacking and getting bounty. With this there will be genuine competition as people have to attack. Firstly they have to attack to increase there funds at a faster rate than there rivals, and secondly now you cannot just bash low alliances to outgrow your rivals... you have to attack your rivals, this would become the best way to get bigger than them.
Taking down rank one won't be so hard because they will have similar land and it will be profitable because of the increased bounty. bashing for land will be pointless as the people at the top will have max land and bashing reduces the amount of bounty you get. The fairer the battle the more bounty % you get.
This is a total change of game but best I can come up with. Sure some etas of the troops would need to be thought about as now rushing will be far more domenant and something would have to be done abut poms, both are however workable
A failure of this has been pointed out that everyone will just run from every attack so to counter this I suggest a new unit. I call it the land burner. Its purpose is to make you capped land more important than your troops.
It works like this, Land burners burn land destroying the crops on it and prevent you from planting new ones for X amount of ticks. X is determined by what sort of battle it is, if it is a fair battle and the defender runs the land is burnt for 1 full real life day. however if it is a bash 10 people on one tick type stuff and the defender runs the land gets burned for as little as 6 ticks. Up to 50% of the land can be burnt, the further down you attack the less land the land burners can target, so if you attack at 30% you can only burn 10% of the land but if you attack at 70% you can burn the full amount. In this way It promotes defending when you will be on the losing side, defending your land becomes important as you could lose half your production for a full day by not defending instead of how it currently is where you lose a small amount. One time this won't be so bad, but repeatedly having your land burn will really hurt you. An important not I think a max of 60% of you land can be burnt at one point in time.
The big catch here is that if there is a battle land burners do not work, they need to be unmolested to work. So a certain % of the defender score has to be there in troops or there land gets burned. This is to make sure people who do defend there land vs a reasonable incoming don't get punished by also having there land burnt for a full day. The land burners should also die very easily.
So any thoughts? Any glaring unfixable gaps? Personally for me this games weakness is that there is very little point in attacking those around your score, better is to attack down to get more land to out grow your rivals instead of attacking them, I think this solution fixes this without punishing those at the top, It just means they have to keep working to stay at the top. This makes protecting your land vital or else you find yourself not growing as fast as those around you.
Some things that I think would have to be changed or at least thought about are
etas on so LET because this does in my mind promote rushing
Protester route
land score - you don't want you land keeping you in range of others with far more troops than you when you have none meaning solos physically cannot stop there land getting burnt.
Am I predicting the effects all wrong? How so?
feel free to point out all the other things that will make this far worse than things currently are.
I think the solution is a land cap, the max land you can get in the game is 7000 or whatever is a better value. To promote attacking bounty is increased on everyone by 50% or so and keep the current L/F system, if you are honourable the bounty in reduced, if you are dishonourable it is increased.
This way the top cannot just sit on massive land and win after round start. The only way to to get extra funds is through attacking and getting bounty. With this there will be genuine competition as people have to attack. Firstly they have to attack to increase there funds at a faster rate than there rivals, and secondly now you cannot just bash low alliances to outgrow your rivals... you have to attack your rivals, this would become the best way to get bigger than them.
Taking down rank one won't be so hard because they will have similar land and it will be profitable because of the increased bounty. bashing for land will be pointless as the people at the top will have max land and bashing reduces the amount of bounty you get. The fairer the battle the more bounty % you get.
This is a total change of game but best I can come up with. Sure some etas of the troops would need to be thought about as now rushing will be far more domenant and something would have to be done abut poms, both are however workable
A failure of this has been pointed out that everyone will just run from every attack so to counter this I suggest a new unit. I call it the land burner. Its purpose is to make you capped land more important than your troops.
It works like this, Land burners burn land destroying the crops on it and prevent you from planting new ones for X amount of ticks. X is determined by what sort of battle it is, if it is a fair battle and the defender runs the land is burnt for 1 full real life day. however if it is a bash 10 people on one tick type stuff and the defender runs the land gets burned for as little as 6 ticks. Up to 50% of the land can be burnt, the further down you attack the less land the land burners can target, so if you attack at 30% you can only burn 10% of the land but if you attack at 70% you can burn the full amount. In this way It promotes defending when you will be on the losing side, defending your land becomes important as you could lose half your production for a full day by not defending instead of how it currently is where you lose a small amount. One time this won't be so bad, but repeatedly having your land burn will really hurt you. An important not I think a max of 60% of you land can be burnt at one point in time.
The big catch here is that if there is a battle land burners do not work, they need to be unmolested to work. So a certain % of the defender score has to be there in troops or there land gets burned. This is to make sure people who do defend there land vs a reasonable incoming don't get punished by also having there land burnt for a full day. The land burners should also die very easily.
So any thoughts? Any glaring unfixable gaps? Personally for me this games weakness is that there is very little point in attacking those around your score, better is to attack down to get more land to out grow your rivals instead of attacking them, I think this solution fixes this without punishing those at the top, It just means they have to keep working to stay at the top. This makes protecting your land vital or else you find yourself not growing as fast as those around you.
Some things that I think would have to be changed or at least thought about are
etas on so LET because this does in my mind promote rushing
Protester route
land score - you don't want you land keeping you in range of others with far more troops than you when you have none meaning solos physically cannot stop there land getting burnt.
Am I predicting the effects all wrong? How so?
feel free to point out all the other things that will make this far worse than things currently are.