Let me start by saying I am totally okay with raids being started against my new faction as it is part of the game, and I’m not discouraged by having to face stronger opponents. Again it’s part of the game, I get it.
Though there is a fundamental issue with the raid system.
The scenario/problem:
A stronger more equipped faction started a raid against us, two in fact. Both who had a significantly larger amount of respect and veteran players (higher level and time played) . We started off by them getting the jump on us but we’re able to turn both situations around and started winning. They then both took the same route of making a push to get ahead then called it off. All sounds good but this leads to a problem…
we had to burn meds, drugs, energy, and waste time fighting back. Had we not had fought back they would have just kept going because they could get an easy win but it not being an easy win they did the minimal effort to get ahead and withdraw leaving us to bear the cost of defending it was basically a no win situation for us, we should have been awarded something for the defend or they lost something for the failure.
the solution to prevent factions from taking advantage of the current system:
There should be a steep penalty for ceasing a raid something scaleable like 10% of your total respect. I suggest a percentage because if it’s a flat amount then larger factions will still not feel any pain for this type of practice. Maybe a secondary option of a mutual cease fire that causes no loss as long as both factions agree to a cease fire. This also encourages diplomacy when in wars.
This is important because it might discourage most (not me) from continuing to play and want to add to the game with new factions. I’ve seen this type of thing happen in other games where the stronger guilds/clans/teams get a strangle hold on a server and it starts to empty because of that then there is nobody left to play. It’s a long game effect.
If I am missing something here with this current process and system please fill me in but this seems to be a problem worth fixing.
Though there is a fundamental issue with the raid system.
The scenario/problem:
A stronger more equipped faction started a raid against us, two in fact. Both who had a significantly larger amount of respect and veteran players (higher level and time played) . We started off by them getting the jump on us but we’re able to turn both situations around and started winning. They then both took the same route of making a push to get ahead then called it off. All sounds good but this leads to a problem…
we had to burn meds, drugs, energy, and waste time fighting back. Had we not had fought back they would have just kept going because they could get an easy win but it not being an easy win they did the minimal effort to get ahead and withdraw leaving us to bear the cost of defending it was basically a no win situation for us, we should have been awarded something for the defend or they lost something for the failure.
the solution to prevent factions from taking advantage of the current system:
There should be a steep penalty for ceasing a raid something scaleable like 10% of your total respect. I suggest a percentage because if it’s a flat amount then larger factions will still not feel any pain for this type of practice. Maybe a secondary option of a mutual cease fire that causes no loss as long as both factions agree to a cease fire. This also encourages diplomacy when in wars.
This is important because it might discourage most (not me) from continuing to play and want to add to the game with new factions. I’ve seen this type of thing happen in other games where the stronger guilds/clans/teams get a strangle hold on a server and it starts to empty because of that then there is nobody left to play. It’s a long game effect.
If I am missing something here with this current process and system please fill me in but this seems to be a problem worth fixing.