Hmmm but that way we will have to click twice - first on attack and then a second time on surrender / auto fight / manual fight. And in case we decide to manual fight (manual as in hold the real troop back and then hit auto - which i personally would do in GvG unless siege is being hit) - that's already 1 click more than what we currently have!
Also, this idea needs some tweaking... if you click surrender, you shouldn't "get away" with no losses. Example - the way it is now - attack with 8 turtles against 8 eels defense. The eels move first, so they will kill 2-3 turtles before the attacker's turn to move and surrender. That has to be considered and replayed in the background - can't just retreat when you don't like the army you're facing - this will be just too easy. And if this is to be changed for GvG, it has to be changed for all cases where we don't know the defending army in advance, e.g. hood fights.
I do see your point here - your suggestion tries to balance out hitting a tile vs hitting a siege (because siege army is known once hit) - but those are too much of a changes only for one new button. I can't really predict what impact all this will have in GvG, but I assume many will complain.
Removing the button completely (not only temporarily
) would be the best decision imo.
I replied on the other thread with a little bit of a clearer picture I think:
1) Load attacking army in your Army Management window
2) Initiate battle against player/sector
3) The Army Management window pops up and shows defending army
4) At this point you cannot change your attacking army
5) The Army Management window also shows three options, Manual Battle, Auto Battle and Retreat
6) In GvG when you retreat and reinitiate you, like now, still get a random defending army and the process starts all over again and in PvP of course you still can't attack for 24 hours if you retreat.
If I had to guess I think Inno's goal with this feature is to reduce server load. Like with the Aid button and GB button next to avatars and such so we don't have to constantly load other players cities so with this we don't have to constantly load battle maps. Who wouldn't be for reducing server load in GvG? All I ever hear about GvG from people is "lag" so it seems to make sense to me what they're doing if that's why they're doing it.
Old/Alt system;
1) Click view sector, Army Management Window opens
2) Load attacking army
3) Click Attack, Battle map appears in manual mode
4) Click Auto
5) Click Results
6) Click Okay to close results window, battle map fades
(end battle)
If we simply fight manually then two steps are removed;
4) Click Okay to close results window, battle map fades
(end battle) Yes less steps and clicks structurally but loads map every time.
New/Alt System;
1) Click view sector, Army Management Window opens
2) Load attacking army
3) Click Manual or Auto (clicking Auto shows you defending army, locks in attacking army and the auto button turns into a Surrender button)
4) Click Okay to close results window, results window fades
If we clicked Manual in step 3 then;
4) Battle map appears
5) Click okay to close results window, results window fades
There are less steps, clicks and less demand on the server for fighting automatically while keeping the same structure. I don't think they should get rid of it rather make it make more sense which I think the above does.
And I agree, if you surrender the results should be the same as they would be if you surrender now, so if you get hit and damaged now after surrendering then so should you with this system as well. And yes this should work the same for PvP as well.
So imagine the below where if you click auto the defending army is revealed to you, your attacking army is locked in and the auto button turns into a surrender button and the manual button turns into a fight button;