L
Lord Mndz
30 Nov 2019 09:50
Link
Hi All,
There have been many discussions about war levels recently. Some say remove them, some believe this is good.
I wanted to share my view on war levels in Simcountry.
First of all, we need to understand what would the war levels mean to players. For me the most important thing is scalability - with each higher war level player needs to become more stronger, wiser, has less costs and is more responsible toward weaker players:
WAR experience
Player get more war experience by achieving higher war levels. At some point it means starting PVP.
Military power
Player becomes stronger with every new war level he achieves. This encourages to compete for them all the time. Being stronger means having more free of support units, being able to upgrade them to higher quality, have higher military spending budgets and have decreased military costs to be able to compete for even higher war levels without sacrificing economy.
Military costs
I think this is the main road block right now which prevents people from keeping active military. Without keeping active military people are barely using military upgrades and keeping weapons in CEO. Current situation prevents people from using so great game functionality of keeping active military units, upgrading them, tuning them with special flags etc
Reputation:
Players need to be responsible how they are using their military strength. It should be punished if stronger people would be raiding weaker players all the time without allowing them to become stronger.
If player wins war against any other player with a lower war level and decides to take the country over he loses 1 level of his own war level. This would mean players with very high war levels would be strongly discouraged to take countries from weaker presidents as a decrease by 1 war level would be really serious punishment. You can easily imagine that if 25 lvl player takes over some country from a weaker player he needs to fight against lvl 24 C3 to get his war lvl 25 back, which is a little nightmare and very costly. Taking over an empire e.g. 10 countries would make player weak himself as lose in 10 war levels would be major decrease in power and increase in costs.
This is my opinion how war levels could contribute to the military strength:
War levels would give the following bonuses:
If this is implemented the bonuses would be:
I think W3C have been looking for some balance which allows players to fight but on the other side to defend new players and prevent federations being destroyed by each other(happened pretty often, caused players to leave the game..). My proposal would balance this situation. Players would wage wage wars without high risk of losing everything they had, - if destroyed they can simply use boosters to rebuild economy fast and come back to fight. Experienced players would have an advantage but this would not mean they could use that for taking over and dropping countries from weaker players. I think war is very ok until you are not making other players to lose everything and give them chance to easily rebuild. Empires could only be rebuilt in years, while economies using booster can be rebuild in weeks.
I understand that this is not an easy fix, but it solves the main problem our loved game has - the balance between allowing to be strong but limiting fights to prevent people from leaving. With this update people would fight a lot, lose a lot, but would not lose their countries. This would raise SC to the best multiplayer game in the world, thousands people would come to try most massive strategical game in the world.
There have been many discussions about war levels recently. Some say remove them, some believe this is good.
I wanted to share my view on war levels in Simcountry.
First of all, we need to understand what would the war levels mean to players. For me the most important thing is scalability - with each higher war level player needs to become more stronger, wiser, has less costs and is more responsible toward weaker players:
WAR experience
Player get more war experience by achieving higher war levels. At some point it means starting PVP.
Military power
Player becomes stronger with every new war level he achieves. This encourages to compete for them all the time. Being stronger means having more free of support units, being able to upgrade them to higher quality, have higher military spending budgets and have decreased military costs to be able to compete for even higher war levels without sacrificing economy.
Military costs
I think this is the main road block right now which prevents people from keeping active military. Without keeping active military people are barely using military upgrades and keeping weapons in CEO. Current situation prevents people from using so great game functionality of keeping active military units, upgrading them, tuning them with special flags etc
Reputation:
Players need to be responsible how they are using their military strength. It should be punished if stronger people would be raiding weaker players all the time without allowing them to become stronger.
If player wins war against any other player with a lower war level and decides to take the country over he loses 1 level of his own war level. This would mean players with very high war levels would be strongly discouraged to take countries from weaker presidents as a decrease by 1 war level would be really serious punishment. You can easily imagine that if 25 lvl player takes over some country from a weaker player he needs to fight against lvl 24 C3 to get his war lvl 25 back, which is a little nightmare and very costly. Taking over an empire e.g. 10 countries would make player weak himself as lose in 10 war levels would be major decrease in power and increase in costs.
This is my opinion how war levels could contribute to the military strength:
War levels would give the following bonuses:
If this is implemented the bonuses would be:
- More experienced players would not take countries of new players as that would mean reduction of their war level with all following consequences
- Everyone would want to achieve high war levels to be much stronger
- Taking over countries would be very rare thing, as this would mean reduction of your war level
- More players would dare to fight against each other and use boosters to rebuild countries
- Players would not store weapons at CEO but instead would try to increase war levels to get more free of support active units
- Storing weapons at CEO would be inefficient as you can only buy them at 330Q on the market while active upgraded units could be maxed to 900Q. So transferring weapons weapons from CEO wouldn't easily replace your upgraded 900Q units.
I think W3C have been looking for some balance which allows players to fight but on the other side to defend new players and prevent federations being destroyed by each other(happened pretty often, caused players to leave the game..). My proposal would balance this situation. Players would wage wage wars without high risk of losing everything they had, - if destroyed they can simply use boosters to rebuild economy fast and come back to fight. Experienced players would have an advantage but this would not mean they could use that for taking over and dropping countries from weaker players. I think war is very ok until you are not making other players to lose everything and give them chance to easily rebuild. Empires could only be rebuilt in years, while economies using booster can be rebuild in weeks.
I understand that this is not an easy fix, but it solves the main problem our loved game has - the balance between allowing to be strong but limiting fights to prevent people from leaving. With this update people would fight a lot, lose a lot, but would not lose their countries. This would raise SC to the best multiplayer game in the world, thousands people would come to try most massive strategical game in the world.
