I think there's universal frustration with ranked wars being so severely affected by 3rd parties, but most view it as a necessary evil in this current system (see any thread in faction discussion that has a war involving mercs). Essentially, 3rd-party factions can prevent all attacks being made on a warring participant, with no extra effort required from the participants. There's been many suggestions, but most can lead to gameplay abuse in other areas.
Similar to the 15s attack delay that applies with flights, I propose a 15s or 3s or whatever attack delay to initiate any attacks that are considered outside hits/ranked wars. This still allows for the gameplay of mercenaries, but it at least removes competing to be a matter of internet speed and physical location, similar to the rationale for the 15s delay timer for flights.
There's really no counterplay when there's an extra 1-2 second delay compared to someone living next to the server, and warring participants shouldn't have to compete in a click-race against people outside of the war.
EDIT: A slightly modified version of this to further reduce impact on other gameplay (credit to ttyper): Once someone has been released from the hospital, there's a 15s delay on initiating attacks from outside sources. It's slightly different from the original suggestion as it does not apply a 15s delay timer for all attacks that are initiated regardless of previous hospital status.
EDIt3: MIA made a great point and specified that perhaps the timer should only be applied to those naturally medding out. There can be some extra incentive to actively med out to get a merc hit.
EDIT2; I only put 15 seconds as that was the number Ched has used previously. That number is not my sticking point, so it’s really whatever Ched wants, whether it’s that or the 3s that others are adjusting.
EDIT3: To comment more on the exact delay: I'm living in the U.S. closer to the east coast with reasonably fast internet so 3s probably would be fine for me. There are times where I can load in instantly in <0.5 second, but there are also times where it takes me 2 seconds to load into the page (as noted by the log on the attack loader page) I know of others who are in Australia and other SEA regions where 3s definitely wouldn't be enough. In addition, I also am in an HoF faction and have reasonably high stats and equipment to finish fights quickly. Unsure if that is applicable to other factions. So yeah, definitely worth considering what delay would be best, whether it be 3s, 5s, 10s, 15s, etc.
To address the overwhelming effect of outside mercenaries in ranked wars, I propose adding a 3s (or other length) timer to outside hits in a ranked war. Similar to the 15s flight delay timer, the goal is not to remove mercenaries but to give people a chance from around the globe to fairly compete. The best mercenaries are located physically closest to the servers, and ranked war participants located in different continents are unable to compete fairly in achieving a hit because of page load times. This is a modest fix that should not drastically impact other aspects of gameplay.
There are other possible amendments located in the topic of the thread.
Lastly, regarding the downvotes, I ask that you look at the pattern of voting with respect to timing and factions represented. As someone who sees the likes/dislikes on my feed, I noticed that the link was certainly brigaded to be downvoted at a particular time by particular factions, which I believe does not accurately reflect community opinion.
As far as outside help, in untermed wars, there's no limit to outside interference. That's why Ched implemented the 60s timer. You have to be active enough to take advantage of it and not allow mercs to hit them within 60 seconds.
To combat that, if it's worth it to you, you can hire outside mercs as well and coordinate with them. A lot of the merc services can coordinate timings (NS, Whanau, 39th/Carbon, TNL, just to name a few from our alliance).
we're a training faction. I know 7LL in RL and he would never do whatever it was he was accused of.
Real talk, it is possible our cache rewards are increased with a higher war target that scales with members, as some of our other members are off cache farming.
No they did not. They have more respect but ultimately less perks because no time to build steadfast. There’s no more perks to get once you’re at 17 million
The other issue is that once conflicts reach alliances of this size, the game mechanics effectively grind everything to a halt. With dozens of factions able to fake-wall, it can take months of stalemates before any territory meaningfully changes hands. Large-alliance wars become tedious exercises in waiting for RNG rather than strategy.
That waiting is not passive. It often means asking players to sit at their computers for hours, repeatedly clicking a button in hopes of catching a declare. That is not a particularly engaging or sustainable gameplay loop.
If the DB change works the way Ched described, my concern is that territories have become even more frozen. Fake walls already stall progress, and now HOF factions can stack DBs to make regions effectively impassable for months. At that point, large-scale conflict is less about coordination or planning and more about endurance. Making these fights viable will likely require a change in game mechanics.