Originally
posted by
qzjul:
SS: Where do you see that this boosts FS's?
You're not directly increasing the strength of a FS, but you're decreasing the strength of cs's and all subsequent kill runs which is the same as boosting the power of the FS.
In fact if anything you'll likely end up decreasing the strength of the cs/all subsequent kill runs on the side fs'd to a slightly greater extent than the side fs'ing since the side fs'ing will have prepared to war and likely ran higher military levels as an average.
Originally
posted by
qzjul:
The basic premise behind this change is:
1) The number of defending units should matter.
and
2) Attackers should have to "break" a person to some degree.
#1 The number of defending units does already matter, the more defensive units you have, the more offensive units are required to break you, the more units it takes to break you the more units are needed to keep readiness loss low, high readiness loss = less attacks. The system works, if you want to tweek it, go ahead, but the instrument to do so is in readiness loss.
#2 of that is already in place in that it takes less turns to kill someone when you break outright, leeming runs take more turns. There is a pretty obvious fix for the strength of leeming runs which is to fix the losses on failed hits to match the levels they were in e2025, or at least a level that isnt as ridiculous as it is now.
Im not at all opposed to change, I invite change, but seriously the idea is fine, but the method you propose of implementing it is going to unbalance the server to an even greater extent than it already is unbalanced.