Jun 28th 2012, 22:51:39
I've been working on a new style of attacking for special attacks; (GS & BR & AB) for the past year and a half, and we're finally putting it in, as I managed to get some testers in a chat room to do an actual killrun. This has been active on our alpha servers for about a year, but it's somewhat difficult to simulate the dynamics of a server with just a couple people, so we're putting it in now knowing that it will probably be not quite as perfectly balanced as we should like, but knowing that it's not too outrageous either.
The basic premise behind this change is:
1) The number of defending units should matter.
and
2) Attackers should have to "break" a person to some degree.
What this basically means is that, the more of a defending unit you have on hand (even while being successfully attacked) relative to what you're defending (population, buildings, food), the less your losses are.
Also, attacks start slower and ramp up as there are more attacks on that country within 24 hours.
This was primarily aimed at relieving more individual play of the devastating power of a bunch of random attacks if you actually have what could be considered a reasonable defence, while maintaining the ability of alliance-type play to do large amounts of damage; and hopefully to also curtail some of the more rampant abuse of the Attack Again button.
The secondary motivation was to re-enable stonewalling; as more of a defending unit on hand lowers the kill rate, buying up that defending unit immediately will drop the kill rate and extend the run, in theory; how exactly this will be used in drawing things out I'm not sure, but the potential is there.
While I tweaked the numbers to make kills a little easier from what our preview run today was (so I haven't actually tested this particular formula), it should be slightly more difficult than a current killrun. The usual DR and networth modifiers remain in effect.
This will roll out on to ALL servers as they reset; it will be go live on Team effective immediately!
Finally, I must stress the Beta level of these changes; as we've tested it back and forth with some different numbers, but could never quite get a really good feel for it, we know approximately HOW it works, but not exactly what it will do. Please report anything unusual on the Bugs & Suggestions forum, and I will look into them as they come up. Depending on how things go we may tweak things for future resets.
Once again, thanks for all your continued support!
-EE Admin Team