I’m not going to bother with a lengthy preamble. We all know the map has become stale and territory wars more frustrating than fun. We can also go on about alliances and rackets or whatever else we might think is contributing to the current state of things. However, there is one game play aspect I believe makes an outsized contribution to the present situation: fake walls.
I understand fake walls well. To be frank, they’re a great tactic. There’s really no reason not to fake wall, especially since it costs absolutely nothing to do so. Which is where the problem lies. Just about every other aspect of warring has a cost, whether it be in the energy used for attacks or assists, or the monetary cost of temp items. But what does a fake wall cost? Essentially nothing, which is why the tactic has become as overused as it has and essentially killed territory warring. Because of fake walls we can now wait weeks just to see one day of fighting. It’s no wonder no one wants to fight on the map anymore.
So, what can be done about it? Simple. Add a cost to fake walls.
Many years ago, someone in another suggestion thread made mention of something called “logistic points” as a resource for territory wars. I don’t remember who, so I cannot properly credit them, nor do I remember the exact details of their proposal. But nonetheless the words stuck with.
What this fix for fake walls would require is a new resource for factions similar to the recently added scope for organized crimes. However, whereas scope is generated from the success of organized crimes, logistics points would be generated from territories themselves (and perhaps maybe some base generation by the faction, tied to territory core upgrades). The exact amounts and mechanisms for daily logistics points generations can be tweaked for balancing purposes of course, but what will matter most is that there will need to be a cap for how many logistics points can be stored.
Now, back to fake walls and how these logistic points could be used to cut them down. To be it simply, NAPs will now have cost in logistics points, and this cost will increase for each NAP signed within a defined period (say a month). The first NAP costs a faction 10 points, the next 20 points, and then next 40 points, and so on. Eventually a faction will no longer be able to enter new NAPs for a period of time since its cost in logistics points will exceed the maximum logistics point storage capacity of the faction.
This will allow fake walling to remain as a tactic for short term staling of the war for the purposes of positioning and preparation, but it should prevent the use of fake walling as a strategy to win by never fighting.
Of course, some might try to work around the increasing cost of NAPs by letting fake walls time out naturally. So to counter this, if a faction loses an offensive wall without expending a certain amount of energy, the loss will be considered an absolute route and they lose a percentage of their banked logistic points (it just gets deleted, we don’t want this to turn into an exploit for a way to transfer points from one faction to another). Likewise, there could be an endless queue of small factions tasked with keeping a S7 wall faked. To address those fake walls, let’s add a timer to give factions that might initiate a real assault priority. Once a wall ends (including NAPs), it cannot be assaulted by any faction that does not have a direct border with it for one minute. Sure, allied factions can still fake wall, but unless they spend a fair bit of energy actually fighting for it, they’ll lose a good chunk of their logistics points.
Naturally, for fake walling to have a cost, logistics points would need to be able to be used for things other than NAPs. I would suggest adding some sort of maneuvers that factions can perform during the course of a territory war. For instance, logistics points could be used to buff the stats of members assaulting or defending specific territories, or perhaps to assault an additional territory of the same faction at once, among other things. The key is, these maneuvers would be powerful tools in a territory war, and factions would not want to use all of their logistics points on NAPs.
And finally, we need an incentive to still war for territories even after fake walls are no longer an issue. These wars are expensive, and the respect gained from territories is negligible for most mid and large sized factions. Rackets are what make it possible to break even from a territory war, but racket generation is quite random. I would suggest that while not eliminating the aspect of chance altogether from rackets, that it would be possible to give players some level of control. Add a new category of organized crime, expensive in its scope cost, that can generate a new racket (randomly from a list, based on sector, with deeper sectors having more profitable rackets) or upgrade an existing one.
And as another aside, the deeper sectors of the map are crowded with tiny factions that could never get there on their own. This sort of thing also makes the map stale. Perhaps a police presence could be added to map, where factions that cannot maintain a certain member, battle stat, or crime experience (or some combination of the three) level will be evicted from the prime territories.
However, the last two things are not really relevant to the main suggestion. They’re more random thoughts I’ve had over the months, though still related to the overall subject of the state of the map. I don’t know if this will be implemented, or even read, but I figure the least I can do before complaining again about territory wars are broken is to share my own ideas on how to fix it.
Anyway, a tl;dr. The key points for this suggestion are:
- Introduce a new faction resource, “logistics points”, that will be generated by a combination of core faction upgrades and current territories held. Crucially, there must be a cap to how many logistics points can be stored at one time.1.
- NAPs will cost an increasing amount of logistics points for each signed within period of time, and eventually the cost of an NAP will exceed the cap of how many logistics points can be stored by the faction. Since logistics points can also be used for powerful tactical maneuvers for territory assault or defense, factions will not want to waste all of this resource on NAPs anyway. Eventually it’ll be smarter to fight than to stale.2.
- To provide fake wall spam from off map factions, when a territory war ends for a period of one minute it can only be assaulted by factions with a direct border to it.3.
Some things that aren’t directly connected to the main suggestion to fix the fake walling issue, but are still related to the overall map situation:
- Factions can use scope to spawn organized crime scenarios that as rewards generate or upgrade a random racket.4.
- Torn police can evict factions from deep sector territories that fail to maintain a certain amount of members and a level of battle stats / crime experience.5.