Oct 22nd 2010, 19:58:16
***Edit, I realize in hindsight that I've actually reversed QZ's concept. He envisioned a defensive bonus, I envision a defensive malus which works much like readiness currently does... except in how you get rid of it. I hope no one is confused by this mistake on my part.
You know, the more I think about it... the more I actually like the basic premise of QZ's solution... I think his numbers are off, but I like the idea.
Right now in wars, the beginning of them is fun, but they get boring later on because (with the size of the current player base) it's hard to get enough countries together to get kills. It just becomes a grind with few kills that no one enjoys.
The main reason I've abhorred most FS limiting suggestions is because they almost always have the secondary side-effect of making this grind worse. Making it harder to get kills... QZ's suggestion doesn't do that... it actually makes late-war kills more common.
However, let's be clear, QZ's suggestion *does not* weaken the FS. It stengthens the CS.
Now, as for his numbers... I think that they're too extreme. With the way he's set it up, every active country in a war will spend the entire reset at the maximum "war weariness"... I think it would be much more interesting if it fluctuated more.
Here's how I'd set it up:
Maximum war weariness: 30%
War weariness rate: 0.5% per attack
War weariness recovery rate: 0.625% per hour (half of the maximum war weariness per day)
I think that 30% drop in defensive effectiveness is more than enough. It gives an obvious advantage, but doesn't go so far as to negate all the defences of the player.
With a 0.5% weariness rate, the most any government except tyr can do during an FS is just barely reach the maximum. This will encourage players to balance how far they want to go and there won't be any "well, I'm at the maximum and have only used a quarter of my turns, so I may as well keep hitting". In general, I like things that force players to make choices.
With a recovery rate equal to 1/2 the maximum weariness rate, this adds a new strategic element to the game. Some alliances may choose to only have countries attack every other day and keep their average war weariness effects lower... while others may choose to attack every day but stagger their members half each day... and still others will just go balls to the wall and attack every day no matter what. I think this is interesting. Much more so than QZ's numbers which had you fluctuating from -60% effectiveness to -55% every day and never getting any higher. Again, choices are good.
There's a couple other changes I'd like to suggest too: First, I think Bobby's concern about making all-x strats stronger is valid. To combat this, I'd suggest that "war weariness" doesn't lower your defences against LGs. This also has the benefit of preventing warring alliances from looking even more like free land to anyone still netting.
Second, I want to see a major war weariness effect from sending FA. I think 15% would be appropriate (You're sacrificing *our* livelihoods to help fight *their* war?). This is to make the strategy of just sitting with large countries, never attacking and just FAing, less appealing. It's still a valid strategy, but this gives the opposing alliance an opportunity to have an easier kill of these countries too.
Third, I'd like to see a bonus to the number of civs lost in countries with war weariness. I don't know how much this will be... an increase equal to the war weariness % seems excessive, making it way too easy to kill a country. So maybe 25% of war weariness would be appropriate. My preference, however, would be for these civilians to "defect" and be captured by the attacking country (Please don't kill us, we'll help you!). In most cases, this would provide a very temporary bonus to the attacking country... but it also could add a new and interesting element to stone walling.
Fourth, I think readiness should be changed to only affecting offensive attacks. I don't think we should have both readiness and war weariness making it more difficult to defend.
Fifth is a thought I've had for a long time about how to weaken an FS. However, I've never suggested it because it would ruin the late game wars. However, I think that war weariness will balance out this change if it allows us to increase the total civs lost. The suggestion is to make readiness have a larger effect. I want the current formula of "AttackingStrength * ((readiness + gov't bonus + weapons)/3)" to be changed to "AttackingStrength * ((gov't bonus + weapons)/2) * Readiness".
Obviously, with this set-up, it will be more important to keep readiness high. This means more turns will have to be used to do so. Late in the war, when everyone has serious war weariness this will be balanced out by the extra civ losses that causes. However, during the FS when the target doesn't have war weariness, it will mean fewer kills.
In other words, a weaker FS that doesn't make the later portions of the war entirely pointless.
To summarize that, I like QZ's war weariness with the following numbers and modifications:
- Maximum war weariness: 30%
- War weariness rate: 0.5% per attack
- War weariness recovery rate: 0.625% per hour
- War weariness does not effect SSs, PSs or missiles
- Sending FA causes a significant increase in war weariness (15%)
- Increase number of civs lost (by "war weariness/4 * normal civ loss") with a preference towards capturing those civs.
- Change Readiness to only effect offensive attacks.
- Change influence of readiness in attack formula to "AttackingStrength * ((gov't bonus + weapons)/2) * Readiness".
Following these suggestions will make FS's less definitive (while hopefully still offering some advantage to the FSer) without hurting the late war game (and maybe improving it). It also introduces several changes that will add new dimension to warfare and require players to make more choices about how they're running their country during war time.
-Fooglmog
Guy with no clue.