BenjaminMS wrote:Something I've posted in another thread before...
BenjaminMS, edited post wrote:Players need to invest minimal 1% of their army size into their defense on average every day - to prevent sniper tactics, that needs to be at least their total UP/day. If they don't build up to that minimum, they are vulnerable to having their attackers killed.
That would mean that if someone for longer then 24 hours build no def which matches those requirements, their attacking units are vulnerable.
In addition to this, if players have got 24 attackers and 24 defenders trained, their miners become vulnerable (just like defenders, the attackers can't be massed down to 0). However, due to the enormous tactical failure of the defender, each time 10% of the miners gets killed.
The only way for the defender to prevent this further is having assassins trained - because if your men, who are looking for more or less unarmed miners, won't pay enough attention to skilled assassins. (Countermove: suiciding)
This will kick in with a 'grace period' of 24 hours AFTER that the attackers have become vulnerable. This timer is only reset by having build a proper defense in the meanwhile.
If there are even no miners (except lifers) left, troops will turn their attention to the mothership dock, and will in time (after tenthousands of ATs upon it) slowly degrade the slots of the mothership (if there is any).
Nasty addition: at this moment, even the Nox will give up upon this world, and abandon the insurance.
How does that sound?
This means the following:
- 24 hours after having no proper defense for the first time, your attacking units do become vulnerable. This can only be avoided by building a proper defense.
- 24 hours after the attacking units got reduced to near zilch (24 units or less), the miners become vulnerable, at 10% of the (total miners-lifers). Resetting this can only be by building a proper defense.
- When the miners are about dead, the mothership becomes vulnerable. After 10k of AT on it without about anything further left, the MS becomes that worn out that the volleys and shields are vulnerable to ground troops attacking it in the hangar. Per 5k AT, 5% of the existing volley, shields and fleet slots get destroyed.
Again, reset is the proper defense.
As I said in the other thread, having a set time is a terrible way to do things, yet have a moving slider in which, as time progresses, more and more units will be killed per hit.
And 10% of total miners is WAY too much. something like 0.8% would be more... Appropriate. i.e. Anyone with 400mil miners would lose 40mil per hit. That is just way too much...
They should also be different types of attacks altogether. If you make it so its 'augmented' into the "attack" button, the newer players would have absolutely no chance of growing, as all the 'farms' would have their miners killed extremely quickly.
And having an MS vulnerable is a bit over doing it. A person, with, say, 500k slots on each stat loses their connection during a war. They live in quite a remote area and so, have no 'backup' internet. Their 'estimated downtime' is, for the sake of the example, one week.
When they come back, everything they had has been destroyed.