Owl II
Emperor
- Reason
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GBG are currently designed in such a way require excessive effort and time to play successfully. The rebalance of the attrition does not solve this problem. Regardless of how much time each player can spend on GBG individually, GBG is a team game. And the team target remains the same: you must capture and hold a certain number of provinces to not fly away to the HQ. And you must be able to continue moving to the map after your provinces are blocked. This means, in fact, that someone must be in the game continuously, and since this is a team feature, it must be a team, not a single player.
Which leads us to a load that the average healthy and unencumbered person in real life is not able to endure on a regular basis. And this is basically unacceptable for adults with a family and a job.
An example of good design in this context: The Guild met once a day (maybe twice a day or three times a week). We completed all the tasks within an hour or two, participated in a direct clash with other guilds, talked in a voice chat, discussed the game, gossiped and dispersed. An example of bad design: the game forces you to continuously monitor the map. And you have to constantly pull your guild members so that they hit something and run somewhere.
- Details
- Guilds boycott the continuous activity of GBG in primitive ways. They hit the provinces so that there are 1-2 fights left before closing and leave them indefinitely. Treaties and temporary alliances are flourishing. Give us a legal and reliable tool to achieve this goal.
- Balance
- This will not affect the balance of the game directly. It will simply allow us to use standard tools instead of artificial locks
- Abuse Prevention
- This will not lead to any "abuses" other than those that already exist.
- Summary
- I think the time of additional locks may require testing to select the optimal parameters. The cost of such buildings should correspond to the cost of barracks and command posts. This buildings can also become a strategic tool.
- Have you looked to see if this has already been suggested?
- This is often discussed in feedback threads, but I haven't seen any suggestions. I would vote for such a proposal with all my limbs;)
Add a building that increases the blocking time to 6, 8, or 12 hours (+2, +4 and +8 hours from the base) on level 1, 2, and 3, respectively. Let's call it a Ravelin. Improvised, forward and fortified guild Ravelin.