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This sounds like a good idea, it also stops people gettind frustrated over losing their whole army one one proxy attack.
Priscilla,
You completely side-stepped the point of my example. In my example, the city being attacked would WANT the attacker to use a Stop Loss so that:
1) the attacker would withdraw instead of winning;As a defender, I would hate that, I want Battle Points!!!
2) the attacker would be denied intelligence because he lost the battle;So? no advantage to the defender directly
3) the city would not have all its troops wiped out AND booty.If a defender is online, then they can easily counteract that, if not online, they still want BP
The "stop loss" feature would, of course, benefit the attacker too.... because it reduces the cost of having their attacking forces decimated by underestimating their victim.Then don't underestimate them!
This modification helps both sides depending on the circumstances. This is the text book definition of "balanced". But the point of the modification is not simply because it is balanced. The point of the modification is to make Grepolis battle tactics more realistic.It would be crazy, a 'realistic' if this is at all realistic, realistic does not balance with the current unrealistic other features.
If more realistic battle tactics somehow affects Grepolis "play" at some new level, it would be difficult to argue that the influence is a bad one.
yes it would, realistic is not always good
Warm regards,
Lord Sandman
replies in boldJKP,
My apologies for a delay in responding to your comments.
You write: "As a defender, I would hate that, I want Battle Points!!!"
If you defeat the attacker, you STILL get battle points. And if you want MORE battle points, counter-attack the coward's city. The desire for battle points is nothing compared to the desire to have some troops left after a bitter engagement.If you are a defensive orientated player, how do you counter-attack? And I can rebuild troops, but battle points are not so easily gotten
I wrote:
2) the attacker would be denied intelligence because he lost the battle;
You reply: "So? no advantage to the defender directly"
I don't get you, JKP. Are you just objecting about everything? The direct advantage to the defender is that intelligence is denied the withdrawing attacker. The benefit to the attacker (and sometimes the defender) is that there are still troops left to fight another day. These are meaningful aspects of realistic battle play.Intelligence would be denied no matter what, what that the attacker still gets no intelligence is no change. Even when the attack wins a normal battle, they just know that the defender now has no troops left, or that they dodged the attack.
Your comment to my point (3) also does not address the point of the proposed feature. You write: "If a defender is online, then they can easily counteract that, if not online, they still want BP." So go attack yourself and get some more. This proposal does not outlaw BP.First of all, you can not attack your own cities, meaning that you must take advantage of gray cities or other players. Second, it is not worth it simply to sacrifice your own troops, it is cheaper to do a city festival or Theater Play
You write in response to an attacker possibly underestimating a city's defenses. You write: "Then don't underestimate them!"
I do not understand your point. I'm describing a realistic human response and need in the midst of combat: to decide NOT to lose an overwhelming number of troops - - even it means a technical victory. I have no idea what your problem is about that. All you can say is: "No, I want MORE BP" and "You should know enough about your target city before you attack." Are you really playing this game for enjoyment? Yes, and it is enjoyable watching how close to the edge it sometimes gets, and sometimes how complete a victory is, and it is really annoying to see a big attack coming and stack your city high... and the attacker retreats!
The stop loss feature will ENCOURAGE more battles, because it makes it possible to control your army realistically, and reduce the ALL OR NOTHING (or NOTHING AND NOTHING) losses that current battles produce.Current battles do not produce a nothing-nothing situation, many battles come out with one side heavily winning, though sometimes not, but you are talking about specific cases. And what is wrong with All or nothing, it produces a sense of a gamble, chance, even though there is not any chance involved except for in the luck factor. And as I said in my earlier post, so what if it does happen to be realistic, it does not fit in with the rest of the game, the rest of the game is not very realistic
You write:
"...if this is at all realistic, realistic does not balance with the current unrealistic other features."
Now you are just making me laugh!Okay, I could say that about your entire idea and not bother to structure out arguments, so please explain the flaw in my reasoning there
Warm regards,
Lord Sandman
replies in bold, and what about my "emotional investment"?Priscilla,
You summarize 2 key points:
1) "The attacker gets to choose when the battle is and how much he sends. The defender can do nothing about these."
2) "...the attacker takes the risk that the defender might be able to use these tools."
You summarize with "The mere fact that you wish to remove most of this risk gives solely to the attacker."
This is not correct. It would be correct if the attacker withdrew WITH BOOTY and WITH INTELLIGENCE. He does not.No, but as you say, and the attack leaves with more troops, and the defender and attacker lose the satisfaction of killing all of the other's troops. You make it sound as if booty and 'intelligence' are the most important things in the universe. Over half the time the attacker never gets either at all because the defender dodges and gets rid of a of their resources or the defender overpowers the attacker.I'm describing a realistic human response and need in the midst of combat: to decide NOT to lose an overwhelming number of troops
Then you write:
"... you want to take away from them half the victory they should have had."
You are playing both sides of the "complaint coin" simultaneously! At no time do I ever want to win a battle if it means I'm also stripped of my forces. That's a LOSE-LOSE. As a city, I would much rather have 4 "victory by withdrawal" battles, than 2 victories where I have only 5 archers left and 2 defeats where I have NO men left.Ah, but really you would send more "stop" attacks then if you only sent regular attacks, and many of them would fail as well. isn't this just prolonging the inevitable?
What is ironic about the "stop loss" feature, if approved, is that I believe most ATTACKERS would ALSO rather have 4 withdrawals, rather than 2 complete defeats and 2 wins where the attacker has only 5 slingers left to give the attacker victory.Again, that is not how it would work, because attackers would be forced to send out more attacks and defenders would be forced to be faced with far more force then they would in real life.
Naturally, there are other kinds of outcomes. But by comparing 4 Withdrawal Defeats to 2 defeats and 2 Pyrrhic victories, the balanced nature of this proposed feature becomes obvious!Again, it is a different tactical situation, meaning that how you predict it would be nothing like how it would turn out.
You then ask a very theoretical question:
"You've agreed that the retreating army is at risk from the time it stops attacking until it can get out of range. During this period they will suffer further losses. Now the question is, does the attacker retreat at the set losses and sustain further damage (attacker's penalty) or does it retreat at a time when the total losses equal the set amount? This would result in lower losses for the defender (defender's benefit)."
Then you call this issue a "disparity". It's not a disparity. It's an issue of what aspects of battle "game mechanics" are attempting to simulate. You are fixating on the idea of an attacking army deep within a city's defenses... AND THEN it wants to retreat. Ah, but there is no range in this, so who know where the attacking and defending forces are.
That's not the aspect of the battle this "game mechanic" is trying to simulate. It's trying to simulate a general's decision to stop molesting a city because the defenses are too greataka, part of a battle, or because the city is too alert. On this basis, it is perfectly appropriate.no it is not, not unless you make everything else in the game realistic, then this does not fit in well
But, since we are on the issue of disparity, let's talk about CURRENT DISPARITY.
Under the current rules, the attacker "prays" that the defender isn't awake. In a REAL battle, once the attacker realizes he has lost the element of surprise, he can decide to withdraw or retreat. In our game system, an hour or two can go by.... and if the city is fully alert when we arrive, we are (shall we say) screwed! Then plan ahead, a huge part of the current game is having to predict and account for this, and if that disappeared, the game would be greatly changed, and not for the better
This is a HUGE disparity when we remember that players live and work in time zones all around the world. The attacker **SHOULD** have the ability to abort an attack if the city is too well defended. wouldn't the defender destroy them before they could retreat? In the case of the proposed "stop loss" feature, we **DO** impose a penalty of a MINIMUM loss that the attacker must accept, even if he wants to retreat: say somewhere between 40% to 50% of his total forces (including those back home!). That's a pretty hefty penalty.It is not a penalty, it is a way to make things too easy on the attacker, normally they might lose 60%-70% of their troops in an unlucky attack from one of their offensive cities, so 40%-50% is nothing.
But it's a lower penalty than sending off one's entire army off to total destruction .... even if it means you win by 2 slingers!People actually enjoy the part about ony having a few troops left, it is part of what makes the game interesting
In conclusion, I really don't understand what it is that bugs you about this proposed feature. It is a feature that simultaneously does the following:
1) Simulates the realistic choices that an attacking general can make.choices, and anyways, what about the defender's 'general', why can't they destroy the attacker before they escape?
2) It is a desirable alternative to a LOSER who just had all his men (whether attacker or defender) wiped out. AND!!!!.....Ah, so favoring noobs?
3) ...It is a desirable alternative to the WINNER if he just lost a whole army except for a couple of slingers.as if any competent player would send every singe one of their troops there, they would still have other cities or more troops in their current city
4) It helps soften the impact of time zone differences that can destroy a player's motivation simply because he has to go to sleep exactly when some aggressive player is waking up.The 'aggressive' player would not use this anyways
5) Because the resulting battles would become more variable in consequences, they would become more interestingno, they would always be boring, the defender wins, no one takes many losses, no interesting battes will happen any more
6) And, finally,because there is increased likelihood of surviving battles, players can wage MORE battlesThis is not necessary if you win on the first battle without having to invest considerable time building up their forces again. I think you have to agree that spending a couple of days just making more troops is not the best way to spend time with this game.Fine, but you can wage other battles with your other troops while rebuilding
The "stop loss" proposal is a "win" for everyone. And if someone doesn't WANT to limit their loss, they can leave the default setting at 100%.And the defender has no choice
Why are you so "gung ho" against something that attempts to REDUCE the hurt and trauma of a never ending series of lop-sided battles, or battles where both sides get wiped out? There's nothing good in that.Where have you been all this time??
Grepolis generals are just people.... busy people. Who hope they can have fun in return for considerable time invested. I have invested WAYYYYYY too much time trying to get my city to where I can actually start to wage battles.What, all 7 days of waiting for BP to end? My "emotional investment" in the game is real, and should be protected (within reasonable limits of course).By destroying other people's 'emotional investment'? I hope not The "stop loss" feature protects this emotional investment.... on BOTH sides! There's not a lot of proposals that work like that.Oh, there are many ones that claim to, just like yours, but like yours, they are not beneficial to both sides. There are very few ideas with a good balance, and this just is not one of them.
Beating down this idea "tooth and nail" because it's ... what, new(?), just doesn't make sense to me.not because this is new, because it is new and a bad idea.
Bewildered,
Lord Sandman