2nd Edit.. someone shat on my revised suggestion.. and they are right!
Feel free to grave this and I'll think harder next time lol
** I've had a slight change of opinion following some users feedback since my original post would have meant removing valid strategies for war. My altered suggestion now simply offers a consequence for doing so.
my original post is at the bottom in italic for context:
** Edit: after Albertos suggestion:
I would happily replace my initial suggestions with some form of penalty for staying in hospital for too long following a merc hit or self hosping.. Every consecutive hour you are in hospital bleeds 10 points to the enemy faction, or loses your faction 10 points. At least then there are potential consequences for hiding for too long!
If it's a -10 points, then this could obviously impact the potential rewards and how a faction operates the strategy.
For example: you don't like the start time the game has chosen for you, you pay a merc to hosp your whole 50 member faction. If you choose to stay in hospital and start your war 3 hours later you would have granted a 1,500 lead to your opponent (50 members x 10 points x 3 hours). Obviously it would work on an individual level throughout the war whenever you decide to turtle too.. a simple med out and med in, resets the timer, so an active player could avoid the consequence, but inactive players would pay the point penalty.
Keen to hear feedback and thoughts on this. positive or negative :)
Original Post:
Title: War Start - Okay Status, Revives on and 5 minute Merc
I'm sure we've all been there. A War is planned, we manage to convince our partners to let us join the start of the war, and some may even cancel plans to yes, play Torn, however sad that seems! We turn up for the start and find that the entire enemy team is in hospital for 4-5 hours!
We've had this several times and we've done it too, with our last war being a prime example (They would have likely beaten us anyway as they were way more active, but this hammered it home).. My guys revived who they could and ran the slowest chain ever, most got bored and logged off. The other faction jumped out 4 hours later and pummeled us. Yes we know we could have done the same, used better strategy etc. but we are mostly casual players who turned up for a bit of fun at the start of the war, win or lose, it didn't matter (obviously winning is preferred).
So I'd like to put forward a suggestion to improve the games activity and hopefully make them much more fun at the start.
- At the Start of War, all players status is set to "okay" - Anyone in hospital or jail is instantly out
- All Revive Status is set to "Everyone" - this opens up more opportunity for Healers to earn.
- 5 minute Merc protection - meaning attacks from outside of the war are locked out.
- Fedded players can be hit, but can't hit back
I believe this would ensure way more activity at war start time... Yes, players can still self hosp, or fly, but to do that, they have to be active.
I believe this will also help encourage more real wars over termed wars, as one of the regular pieces of leverage we hear is the threat of a drawn out turtled war... well, this reduces the chance to do that.