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Willing to Return a Nerfed Fortify that adds 5 Resistance


Alex
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Okay, after seeing how things have shaken out so far in the new war system, I'm willing to give a little and let Fortify add resistance to wars again. My proposal is to keep Fortify at 3 MAPs, and have it add 5 Resistance. This is still nerfed from where it was, but I think is a middle ground that will make everyone (or no one) happy. In doing this I would also return the increased casualty count from 25% back to 10%.

By my calculations, a nation doing only Fortify against a nation doing only IT Naval Attacks would still (barely) lose over the 5 days of a war. If the attacker screwed up any of the Naval Attacks (i.e. didn't get all ITs) the defender would be able to escape to war expiration.

So it would not be possible to always use Fortify to avoid losing wars. But it would be possible to use it tactically, and if your opponent screwed up, or you did not commit completely, to use it to avoid being beiged.

Now I don't plan on making any war updates while there's a big war going on, don't worry. I'm sure someone will still freak out about that in a comment below (we'll see, I'll probably come back and quote this little section in my response to them.) But I just want to hear some feedback on the idea before I get any more serious about it.

So, thoughts?

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How about add 15, BUT does nothing after the first use unless you do two other attacks one of which must be at least a Pyrrhic victory. 

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23:38 Skable that's why we don't want Rose involved, so we can take the m all for ourselves

23:39 [] but Mensa is the cute girl at the school dance and she's only dancing with us right now to get our friend jealous

23:39 [] If Rose comes in and gives Mensa what she wants, she'll just toss us aside and forget we ever existed

23:39 zombie_lanae yeah I do hope we can keep having them all to ourselves

23:40 zombie_lanae I know it's selfish but I want all their love

 

 

6:55 PM <+Isolatar> Praise Dio

Pubstomper|BNC [20:01:55] Rose wouldn't plan a hit on Mensa because it would be &#33;@#&#036;ing stupid

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I approve it. Here is an idea:

I wonder how the war mechanics would work if we could choose between different types of 'Fortify', for example:

- Increase 5 resistance points, or

- Increase damage to the opponent (15% cumulative for every fortify, up to say 75%), or

- Reduce loot from ground attacks (15% for every fortification, up to 75%), or

- Increase own ground, air or navy efficiency by 25% (smaller nations could use it in a way to better resist down declares and create fairness - in exchange they lose 3 MAPs fortifying)

... and other options.

I think it would create an interesting complexity to war and strategies. It would enable different strategies, defensive or offensive.

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The casualty buff applies as long as you don't attack correct?

An enemy immense triumph should "break" the fortify. Then you can make it 5 resistance increase each.

That way it adds additional strategies for dealing with, like sending in an attack on control you've already won, scoring the immense, then using a follow up attack on the sections your weak on.

It also makes it less of just a turtle move. 

EDIT: Also, the ability to stack fortify up to say 3 levels, allowing for multiple consecutive buff uses, would also be a cool feature.

Edited by Sketchy
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I don't like the idea of making it so you have to win nearly attack to be able to beige someone who is fortifying.  You shouldn't not be able to beige someone because it took a few attacks at the start of the war to get an overwhelming edge.

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On 3/24/2018 at 4:00 AM, Azaghul said:

I don't like the idea of making it so you have to win nearly attack to be able to beige someone who is fortifying.  You shouldn't not be able to beige someone because it took a few attacks at the start of the war to get an overwhelming edge.

This basically. This is what we had before with all the same issues.

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23:38 Skable that's why we don't want Rose involved, so we can take the m all for ourselves

23:39 [] but Mensa is the cute girl at the school dance and she's only dancing with us right now to get our friend jealous

23:39 [] If Rose comes in and gives Mensa what she wants, she'll just toss us aside and forget we ever existed

23:39 zombie_lanae yeah I do hope we can keep having them all to ourselves

23:40 zombie_lanae I know it's selfish but I want all their love

 

 

6:55 PM <+Isolatar> Praise Dio

Pubstomper|BNC [20:01:55] Rose wouldn't plan a hit on Mensa because it would be &#33;@#&#036;ing stupid

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How about any attack that reduces your opponents resistance also boosts your resistance by half the amount that it lowers the opponents?  So say, if I win a GA, it reduces my opponent's resistance by 10 and raises mine by 5.

This would help not have beige arbitrarily ending wars that are actually competitive.  And create more situations where someone can turn a war around and win after loosing in the initial attacks.  Especially if the tactically want to do attacks that aren't necessarily going to be immense triumphs but could contribute towards taking someone down.

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On 3/22/2018 at 1:12 PM, Alex said:

Okay, after seeing how things have shaken out so far in the new war system, I'm willing to give a little and let Fortify add resistance to wars again. My proposal is to keep Fortify at 3 MAPs, and have it add 5 Resistance. This is still nerfed from where it was, but I think is a middle ground that will make everyone (or no one) happy. In doing this I would also return the increased casualty count from 25% back to 10%.

By my calculations, a nation doing only Fortify against a nation doing only IT Naval Attacks would still (barely) lose over the 5 days of a war. If the attacker screwed up any of the Naval Attacks (i.e. didn't get all ITs) the defender would be able to escape to war expiration.

So it would not be possible to always use Fortify to avoid losing wars. But it would be possible to use it tactically, and if your opponent screwed up, or you did not commit completely, to use it to avoid being beiged.

Now I don't plan on making any war updates while there's a big war going on, don't worry. I'm sure someone will still freak out about that in a comment below (we'll see, I'll probably come back and quote this little section in my response to them.) But I just want to hear some feedback on the idea before I get any more serious about it.

So, thoughts?

Rather than making me waste MAP's on rebuilding resistance, why not simply have resistance regenerate a small amount per turn tick?

If a defender is inactive and gets hit, he's screwed.

Why do attackers get to pause the war until their next available loggin time?

Edited by Holton
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Superbia


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