Feb 2nd 2011, 20:57:18
I actually think Zarcon's point is very valid in relation to this. I don't want this thread to devolve into GS discussion, but I do think relatedly for short vs long term warfare that there should be an option for GS to steal or destroy bushels, where maybe stealing takes 1/2 the bushels that would have been destroyed.
Anyways, I think that war weariness should be a bigger effect. I think it should drop to a 50% cap. I also think that war weariness gain should be related to the war weariness of the the defender. This makes sense in a "realism" stand point because a demoralized enemy will put up less of a fight to wear you down and upset your population. I think a good amount of weariness gain would be something along the lines of .001+.008*(.5-DWW). In this example attacking someone at 50% war weariness you would gain war weariness of .1% but attacking someone at 0% war weariness you would gain war weariness of .5%. I definitely think that would prolong wars by encouraging you to make a broad crippling FS and not really begin killing until someone leaves himelf vulnerable by wearing himself down. This would probably also emphasize spies more by encouraging more spy-based FS tactics.
To give this more perspective hitting someone at 0% war weariness would put you at 50% war weariness from 0% in 100 attacks. Attacking someone at 50% war weariness would put you at 50% war weariness from 0% in 500 attacks. In this way an FS could effectively cut your defenses in half if you go all out.
I feel this definitely would reduce the FS advantage while still giving you a real opportunity to make some attacks first and hurt your enemy.
I also like how this would discourage farming.
Anyways, I think that war weariness should be a bigger effect. I think it should drop to a 50% cap. I also think that war weariness gain should be related to the war weariness of the the defender. This makes sense in a "realism" stand point because a demoralized enemy will put up less of a fight to wear you down and upset your population. I think a good amount of weariness gain would be something along the lines of .001+.008*(.5-DWW). In this example attacking someone at 50% war weariness you would gain war weariness of .1% but attacking someone at 0% war weariness you would gain war weariness of .5%. I definitely think that would prolong wars by encouraging you to make a broad crippling FS and not really begin killing until someone leaves himelf vulnerable by wearing himself down. This would probably also emphasize spies more by encouraging more spy-based FS tactics.
To give this more perspective hitting someone at 0% war weariness would put you at 50% war weariness from 0% in 100 attacks. Attacking someone at 50% war weariness would put you at 50% war weariness from 0% in 500 attacks. In this way an FS could effectively cut your defenses in half if you go all out.
I feel this definitely would reduce the FS advantage while still giving you a real opportunity to make some attacks first and hurt your enemy.
I also like how this would discourage farming.