Military Occupation As we all know, after all the defense potions are burned and the allies have been long stripped, there is nothing more you can really do to a player. You can pin his/her troops until the ends of time but who is really punished by that? Playing dead will eventually give the target his/her freedom and what you have done will most likely have done little to barely significant damage. This idea would add a lot of life to the PvP scene, give it a nice reward, and a gratifying way to defeat a player. It will also pull away from the massive amount of power the spy builds currently have, as troops occupy lands, not spies. I've looked around on the forums and haven't seen anything close to this abstract idea other than just flat out destroying buildings. Occupying Land Many ideas revolve around destroying buildings after X amount of hits. Occupation takes it to a different level. Buildings that are occupied offer NO stats Occupation is personalized, so all the actions count towards one person they were dealt to. Attacking player 1 and succeeding one time does not transfer over to player 2, but your successful action count stays on that specific player. After 24 hours, successful actions towards occupation are reset. They can be renewed by successfully completing an attack. Attacking a player and succeeding 200 times will randomly occupy a land inside the defender's kingdom. Regeneration counts of the attacker will be increased by 5 seconds for troops because you are also trying to man troops in the occupation zone. Static defenses will have the highest chance to be occupied, giving the attacker more of a chance to keep succeeding while not taking away troop counts of the defender. I've thought of giving more viability to scouts and build placement by making troops attack from the outside and try and work their way into the center, however I felt that would be way too big of an overhaul to ask for. Here is a makeshift example, however I think fog of war would also compliment it well. Defending Against Occupation Now you wonder since somebody has now occupied you, how do you get it back? Well this is how. After occupation has happened, 150 attacks (successful or not) will unoccupy the land. Successful attacks still count towards occupying your opponent as well as unoccupying your own, effectively a 2 for 1. Just like offensive occupation, unoccupying your land is personalized and you have to attack the person that owns it to take it back. After 36 hours, ALL occupation on a player that hasn't been reset by an action is unoccupied due to lack of supplies or attempt to keep the land occupied; Giving the land back to the defender. The reason I say all attack actions count towards unoccupying your lands is because it would be impossible to make a comeback of anyway if they were both on even footing before. Getting stats stolen from you is extremely crippling so there needs to be some chance for one being occupied. Unconditional Surrender This has to be the best part of this new feature. After a long and hard battle, 75% of the player has been occupied. Unconditional Surrender is now activated, making all the buildings the player had occupied lose a tier. Not a level, an entire tier. Not only have you taken most of their defenses and money through successful occupation, but now you've set them back an entire tier set of buildings in the occupied lands you took. Multiple people can make up the 75% occupation so it is clan friendly. I would suggest putting a cap on it for smaller builds however as they won't have a bunch of lands explored in the beginning like high end builds do. End Notes This is my very first thread and I'm very sorry for any mistakes made, I'll fix them when possible if pointed out. This idea is also available to adaptation and I would like constructive criticism. If you support it tell me which aspect you like, and if not tell me how you would change it. Thank you for reading my brainstorm I've had for a long time now and it's good to finally get it out and open for new interpretations. This is also part of the MGTD competition, I am happy that I've been given the motivation to get off my lazy bum to write this. TL;DR I took a lot of time to write this so you better read the damn thing instead of skipping to the bottom to read this. Obviously it has nothing beneficial to you.
Only attacks from troops would occupy land from the current state of the idea. Spies do however have the ability to assassinate an enemy, crippling their ability to continue to occupy land and giving the spy builds a chance to get their lands back.
So, make those being hammered by larger players/builds become weaker, and therefor even less capable of defending themselves? That's an absolutely idiotic idea, you're just begging for complaints if this were to be implemented.
The advantage is heavily in the defenders favor in the fact that you only have to commit actions to unoccupy yourself while the attacker has to succeed in attacks just to continue occupying. 'Idiotic' is not a very good word for constructive criticism so I would suggest using more respect in your replies.
I would never spend a penny again on this game if my buildings could be destroyed or reduced. I tend to spend more real money on this game when new buildings/tiers are released as this money is safe compared to building BFA that can be stripped. If I could lose my real life cash on buildings I personally wouldn't do it anymore or vastly reduced amount anyway. Although I can't support this it is certainly a well thought out idea! Well done!
Please clarify the mechanics. I'm completely lost, but I think I like the general direction you're going. There should also be a way to give a way out for the defender, should they choose to surrender/request CF.
Actually yeah on second thought the idea of people ******* with my buildings would really piss me off lol
Thank you Fando for the thoughts, that is a valid point. I was thinking about making the penalty a lot softer for unconditional surrender but at the same time the entire idea is based around causing massive destruction if you don't fight back. Getting 75% of your land occupied should take a long time and is the main reason I make the numbers 200/150 respectively.
So what if you were to be inactive for awhile? Could you say go on holiday and come back to half the build you once had and potentially spent a lot of time and money constructing?
Idiotic may be harsh but in principle as well constructed as your post was the idea would merely favour larger builds and destroy small ( newer ) players. There is enough you can do to damage an opponent without destroying their ability to actually play the game. Only successful actions to occupy land. Ok imagine 7 plus of me attacking and occupying your land as a newer solo account. Your eliminated from the game because I choose to destroy you pin your troops and not allow you any real offensive ability. Far to easily abused by those who choose to be ignorant with how they choose to play the game. It's already easy enough to destroy and force players to quit the game. Many do it for fun which is actually really bad for ata and kaw's future. Adding another element that allows you to crush a player to the point they have no ability to play earn or grow would be massively detrimental to the community and future of the game. The_dark_knight
I'll give an example to clarify the mechanics a little bit better, sorry for not doing so in the OP. Player 1 attacks player 2. Player 1 succeeds 200 attacks and occupies a random building in player 2's kingdom. Player 1 after a long time finally occupies 75% of player 2's lands and the buildings are lowered a tier. (tier 2 to tier 1, 5 to 4 etc.) Another being Player 2 is equally attacking back as much as Player 1 is attacking forth, resulting in quite a hefty stalemate in occupation and unoccupation. I like the idea of a way out, I've just not thought of anything that would be exploit proof like gold transfer etc. Maybe offering to demolish or cripple some of their buildings in exchange for invulnerability from that player or all players in general for a week? I posted it to get some good suggestions so I'd be fine with help on exact times and ironing out the kinks.
There would have to be some sort of protection against it maybe, I understand what you mean with that.
Rather apt. Although I agree with Fando that your idea is very well thought out, it's still not a good idea. If one wants to turtle up to avoid hits, they shouldn't be punished by having do redo their often very expensive build. Though I haven't spent a penny on this game from time t5 was released due to financial reasons, I wouldn't ever consider spending more if my buildings could be damaged through inactivity. Oh, and this idea favours SHs and other small builds far more than I'd like to think of. We all know we don't need more bloody GH/SHs.
It does crush a player, but another side to it would be once the buildings are dropped tiers it should get you out of the hit range of the bigger players. I'm not exactly sure since I don't think there is a true formula as to what makes you DTW to hit from a bigger player or not ,but maybe instead we just increase the amount of actions to occupy a land to be even longer. 500 successful actions to occupy a land would take a serious amount of time but still theoretically possible to blitz through with xstals.
You put a lot of time and energy in to your thread for that I applaud you. As far as the idea itself, its all well and good in theory. But you have to consider, strip wars make LB players quit when they aren't even stripped completely off. What do you think will happen to grinders when they get caught up in a mess and lose half there stats? They will quit. This idea promotes a diminishing player base. No support.