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Full Version: End Unbalanced Wars Early
Cyber Nations Forums > Cyber Nations Gameplay and Roleplay > Cyber Nations Tournament Edition > Tournament Edition Suggestions
WallyK
A proposition to end drastically unbalanced wars early.

Currently wars can be declared at at range of 50-200% (a factor of 2, smaller or larger). I propose that if two nations fall out of the range of 25-400% (a factor of 4) that the war declaration should be dropped immediately. This prevents a much larger nation from pounding the snot out of a smaller nation for an extended period of time when they can't even get to 5% odds.

Pros:
Ends unbalanced wars earlier.
Allows nations to disengage from a target that has turtled and quit. (Could be the answer to shorter war duration.)
Preserves the NS of nations that get hammered.
May reduce the practice of selling off to zero soldiers.
Tech raids may end earlier, good for the target.

Cons:
Nations could sell off assets/military to lower NS to escape war. (May not be a con. Isn't that the purpose of war? Make them weaker.)(Stinks for tech raiding.)
Tech raids may end earlier than attacker likes.

Options:
Instead of immediately dropping state of war, check all wars at update time. (Probably easier to handle for coding.)
Instead of immediately dropping state of war, check all wars every 24 hours after declaration. (Allows update attacks no matter what happens.)
Other strength range. Factor of 3? 5?
medicjoe95
The only problem is this gives nations a major incentive to destroy all tanks, soldiers, etc. in order to drop out of the 25% level.
Janitor
Why would that be a problem... reducing your NS to get out of a fight you are losing badly seems like a legit tactic to have in the game.

Pax ME
i say you start, join, are forced into a war, you finish it to the end.

a no from me. (though it is a good thought)
Qazzian
I also support the idea of "Start what you finish".

So what if you're nation is pounded, we're in a time loop and everything resets rather quickly anyways.
Kaiser Indie
This idea has my full support. Its a good way to speed up wars in TE which are at the moment much too long.
JimKongIl
Perhaps this should apply to the defending nation but if you attack someone and they start winning the fight I think you had it coming and there should be no escape. It could create a situation where someone logs in sees they were attacked but the attacker sold off his military/infra and the chance at retaliation is lost and they are unable to declare on their attacker. I think when you declare on a nation you need to be ready to defend yourself for the duration.
King Alias
QUOTE (Qazzian @ May 20 2009, 10:58 AM) *
I also support the idea of "Start what you finish".

So what if you're nation is pounded, we're in a time loop and everything resets rather quickly anyways.

^^^sums up my thoughts^^^
I'm against this proposition.
Sethly
This idea seems too "dynamic" for the current game structure
EvenStar
Not going to be enough support for this. Denied.
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