Wasted time, wasted tax dollars, and the most useless industry.

Day 445, 14:56 Published in USA USA by Vincent Garibaldi

So, I've seen different articles, posts, and comments about defense system purchases in the US.
There have occasionally been debates about where they should be placed, how many should be purchased, and even accusations of corruption.

What nobody seems to have pointed out though, is that Defense Systems are almost completely fucking useless.

The only thing purchasing DS's does, is up the intimidation/prestige factor, allow for a little bit of stalling, and support the Defense System industry, which in turn drives up the cost of labor for houses and Hospitals, which actually are useful. So I would say, don't buy any DS's until they're useful, if you don't understand why I'm saying they're useless, read on and be enlightened.

Below is a copy of my suggestion in the forums, which you can find here:
http://www.erepublik.com/en/forum-post/928106

As it is now, Defense systems are almost completely useless. Here's why:

Defense systems currently multiply defensive points, that is the size of the wall by 1.q, where q is the quality level. This is completely useless. Allow me to illustrate with an example.

A region has 10,000 base defensive points. The attacking nation does 20,000 points of damage to the wall. The defenders must, in turn do 20,000 damage as well, to secure the region.

Let's assume that instead, there is a q5 defense system in place. The wall has 15,000 defensive points now, and the attackers still do 20,000 damage. The defender STILL must do 20,000 damage in order to secure the region.

To sum up defense systems are only useful if after 24 hours no side has won, and the extra defensive points are necessary to prevent conquering of the region.

What I propose instead is this:

Defense systems are taken into account as a negative damage multiplier for the attackers. Something like this:
Q1 DS: Reduces damage done by attackers by 5% (Multiplies attacking force time .95)
Q2 DS: Reduces damage done by attackers by 10% (Multiplies attacking force time .90)
Q3 DS: Reduces damage done by attackers by 15% (Multiplies attacking force time .85)
Q4 DS: Reduces damage done by attackers by 20% (Multiplies attacking force time .80)
Q5 DS: Reduces damage done by attackers by 25% (Multiplies attacking force time .75)

Alternatively, DS's could instead increase the attacking power of the defenders, once again in proportion to their quality.

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