Originally
posted by
Pang:
Upsetting the status quo isn't a reason to not make changes. Strats will adjust based on mechanic changes. It's the same for everyone.
I understand this and definitely agree if it is the best and most viable solution. But that is not the case here. There are so many other ways to directly address this without affecting so many other things.
Back when e2025 was in its early days, the internet was lot slower than it is now. PC's and especially mobile phones processing power was lot slower. Things have changed and sped up, so I understand there might be need for change.
This could be addressed by changing the DR rates. Prolly wont be most popular but it would work.
Or could be changed by adding delay to attack again button. Once again not best but it would work.
However you could combine things:
Like have higher DR in beginning day, each day slowly changing until it stabilizes out around by day 15 of the set or w/e day you want to the current DR calc being used now. This would encourage one not to FS so early in the set.
Could have reverse of this too. Attacking countries that do too many hits when just starting out, their own population will flee the more attacks they do, because population considers it to be a young unstable country. If your country is less than 24hrs old for example if you do more than 10 attacks, growing portion of your own population flees for each extra attack you make. If 24 - 48 hr you do like more than 15 attacks a certain growing portion of your own pop flees. Etc until you get to day 15 or w/e day in which their is no population loss for the attacking country.
Or instead of a delay to attack button, you could alter the DR drastically for the first 15 seconds or 30 seconds. This will ensure that a country survives at least 15 (or 30) seconds, but can still be killed fairly quickly. The disadvantage to this would be it would require more hits to kill than currently. (But you could change DR for that too after the initial 'x' amount of seconds). Unless you do one or two attacks to start the timer ticking, wait x amount seconds and than continue hitting which would be most efficient way to do KR. Plus it allows defender that small window of chance to start walling.
These are just some examples that can be done to address mainly this issue, along with other suggestions posted here previously by others.
Of all the turn change suggestions though, I do like VicRattlehead the best, where it is stored turns that are lowered. Not sure it will keep FS being done so early, but if they do they will definitely be slower wars w/out so many stocked turns.