Originally
posted by
Slagpit:
Alliances could benefit more from the changes if they didn't insist on fighting little kiddy wars against opponents half their size or during the first 10 days of the set. How are we supposed to make 2:1 fights or 800 turn fights exciting?
This is a by-product of a game that doesn't set any parameters for clan warfare. War should be banned in the embryonic stages of a reset - I agree it's stupid. So code it so that clans need to actually declare war on each other instead of war being a side quest or pointless exercise in a Wild West type of environment. Reward activity, create a ranking system. Surely you see that making the war component of EE something that can grow the player base instead of diminishing it is an exercise that is worth getting out of the netgain-centric bubble we are currently in.
Why don't you appoint a few war-oriented players in the closed circle of admins?
Remove the restriction on dropping acres for war-declared clans.
Give more war oriented bonuses.
Give clans a 'stance' option - defensive or offensive.
Give at-war restarts a restart bonus.
Promote the achievements of war-active players like good netgainers are promoted.
Create a boxing ranking style system where the champion alliance may be challenged for the war title instead of leaving it to stupidly biased AT rankings.
Allow attacks to grant resources for at-war clans/countries.
.. I could list 30 things that would make this game really kick ass and make it easier for war alliances to recruit and keep people interested in EE. As it is, most veterans are universal in saying that war in EE has gotten so bad that the only reason they hang around is loyalty to their clan-mates. Maybe that is the goal?