MEZZANINE wrote:Tek wrote:the one big problem i see in this is that once you use your daily allowance theres nothing left to do with the game?
I dont see the merits in a feature which effectively cuts short your playing time involuntarily.
As already stated it stops the single person with the biggest account doing all the fighting in a war situation while the lesser accounts do nothing.
The fatigue meter version had no daily limit but would have worked like the nox meter so after a large number of attacks in a short period of time you would have to wait for the meter to wind back down while the attacking men recuperate.
i think origins had this implemented when i actually played it and i hated it for the fact that it stopped me playing when i wanted to play.
For example if it works like origins did, the fatigue dropped by the turn. So if i have a spare couple of hours the fatigue meter gets full in the first half hour and the next hour and half were spent trying to pick targets carefully so as to get the most from my playing time. In the pro column its a more strategic way to farm, in the con column it was immensely frustrating to not be able to actually play the game when i had the time to play it.
It has its merits of course, you drive the turn prices down (which i guess is all relative to if you buy/sell) and you increase the naq readily available on the server. Of course that in itself is relative to the fact that you have less ability to actually take the naq. And as you suggest it would promote team work and eliminate over reliance on the heavy hitters in alliances.
Also, has war changed so much in my absence that massing can be done without the farming to sustain a prolonged conflict? I couldnt imagine going to war and being restricted to a certain amount of turns beyond what my farming could afford as i always funded it with aggressive farming