Strategy and eRepublik warfare

Day 2,746, 03:15 Published in Belgium Belgium by Director9

So many people, so many ideas, so few implementations by eRepublik. Understandable, with so many ideas few will suit all, few that will mean a win-win situation for all players. Big hitters and spenders usually have a different view then the new kids on the block struggling to have any impact in the battlefield : division(s).

I'll not talk about divisions though, happy to let them stay. I would however like to talk about how eRepublik handles battles.

Currently shifting firepower, together with being online, is a major factor contributing to victory or loss. That shift of firepower is pretty easy. The right country(MPPs), quick movement, weapons(damage) donation. With the quick damage option, we're nearly arrived at the point where they can implement a one-click-button to offload your desired/possible damage in any battle.
There's talk about scripts, bots, multi's whatever, the ease of aiding in a battle will definitely not make it harder to use them.

To get a more real feel to the battlefield, I know many will oppose to this because it'll only complicate the game and that is one thing no one seems to want for some strange reason, maybe it's time to add some constraints to the game.

1) attacking a region should only be possible from a neighbouring region
2) defending a region should only be possible from within that same region
3) relax on the movement cost, as there will be a lot more movement needed
4) develop a new movement cost depending on the size of the army(player)passing through a region
5) movement cost goes to the region(country)
6) movement has a time penalty per region depending on the type of region( geographically inspired)
7) this time penalty per region also needs adjusting according to the type of army and size, a large Q7 army will move slower then a Q1 of same damage potential for example, and friendly/hostile region will be a factor too
😎 donating weapons to a player, again movement cost/time penalty depending on the package content and size and regional distance between the 2 players, in same region no delay
9) MoD an official title, he/she(alone) can order intel watch on regions, showing movement of armies,again a certain cost, and reports take a while to process
10) AS, special case, attacker side can only contribute by being in the region from which the attack was launched, as this will be considered the only neighbouring region at that time
11) RW, both defense and offense need to be in the same region

Of course timepenalty and movement cost need to be tweaked to be in balance with the time needed to attack and current movement costs.
Big hitters will still contribute to battles but not from sitting in 1 region and being able to inflict serious damage across the globe.

If this seems to difficult, complex, annoying, then I would like the 1-click button : how much damage(auto-buy the necessary bars+tanks) and where(auto-buy the movement) and hit all at once.

Yours sincerely, some poor random fool 🙂