Info > Feedback and Suggestions
Defense cooldown time. (global map)
Ijustwanttoplay:
Currently there is no reason in the successful completion of the Defense. It will reset just at the moment the faction completes it. But this is illogical. When a Faction completes the Attack mission they got a new territory as a reward. And when a Faction completes the Defence they only got their efforts wasted. And also in real life if for example one army is defeated, while attacking another one, they can not just start an attack again, because they have had loses during the first unsuccessful attack, and now they need a time to prepare for the another one. So here is my suggestion. Please make the Defence cooldown time (yes just like repair cooldown time) When one faction is succesfully completed the Defence of the territory, then the faction thats defeated can not to attack the same territory for 3 hours (or must spend a large amount of money to be able to, just like the Attack unlocking, but more amount of coins). I think this will be a fair reward for the faction for completing.
GurasOguras:
Apparently, it is very hard for Muse to make "tug of war" system which would actually be good, more realistic to actual war and solves the problem :/ Besides "intended design" there is always also "unintended design" that players abuse. In this case, it is grinding fast until almost reaching a goal and then leaving the territory contested for as long as you can.
Ijustwanttoplay:
Yes i know how players doing in the game, just leaving it almost done. And thats exactly the thing making the Defence mission illogical. The mission that you must NOT finish in order to succed. And also thats giving another problem: noobs or those who just dont read Faction messages or who spawned by "default spawn location" and never changing it during the game. They WILL slowly push the Defence to its completion and that means reset. Just a delay in the possibility of next attack at the successfully defended territory will solve both, there is no need for any rocket science here.
Naoura:
Here's a suggestion, in that regard; Tug of War, as you mentioned earlier.
Defenders start with 75% Defense, attackers with 25% Attack, shown by faction colors on each side, on a single line in the center. As effort is gained, the bar would move slightly to either side, attackers taking down the enemy defenses, defenders pushing back the enemy's attack.
Upon full completion of the territory, it goes on cooldown, OR the faction can sacrifice a region in order to counter-attack said region. This requires a vote from the faction leaders, and could make for a very heated war between factions on one territory.
Ijustwanttoplay:
In that case (Tug of War) it gives more opportunity to the defending side. As in real life btw you need more men to conquer territory than to defend one. But the main problem is the balance in rewards upon completing the global map battles, not the way that battles doing. While attacking you ll get a land, and while defending you ll get nothing.
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