Basically wanted to show a worked example of a suggestion I made about 4-5 months ago, specifically in relation to the multi-alliance maps (4v4, 3v3).
The suggestion was that for every defensive strike open the resistance of any further strikes upon the same alliance increases resistance % by a certain factor (between 5-8% is reasonable, I will use 6% in the example below).
This post ISNT about cartels directly, as the example below shows that really no alliance on the current map could take any islands from CCCP, so the neighbouring alliances were effectively ‘forced’ on to us.
The image show we (purple dragon) have 5 defensive strikes open to 3 different alliances. It is obviously impossible to defend more than 2 of these at any one time, and normally against the same alliance. With the calculation above if 6% resistance was used with every attack to the same alliance for example a new 2 skull island would generate (20% + 5 x 6% = 50% resistance) 50% resistance. Sure it might still get attacked as often alliances aren’t playing for position in the league. We’ll finish having fought well, but have -4 or 5 torches as usual under the system, as will others in various leagues.
Resistance could also scale up, for example 2nd defensive strike 5%, 3rd defensive strike 15% 4th 35%.
On 3v3 map % would probably have to be higher than 6% per defensive strike, as 2v1 happens pretty much all the time.
Ideas I also would like to consider again are:
100% clearance time bonus (anywhere from 15s to 1m+ spare at the end with 15s increments or more) This would keep the keen forgers going, as many players can beat any base for 100% with much time spare.
Honoured war hero - rotated each season, rewards maybe 10-15% bonus for using that honoured hero. For players that say, its too hard, and needs too much time; we can all make super CD rings now, and that helps massively for ALL heroes, so stop moaning!