Strategy and eRepublik warfare
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 🙂
Comments
darn I did it anyway, and actually read your article 😮
You have some interesting ideas, not all easy to implement, but they could certainly add some strategic interest. It seems to me many of them would also decrease the value of the MPP stack, which probably would not sit well with larger countries, nor would the requirement to be in a region sit well with big hitters who are watching several battles at once. It would be interesting to see - and probably impossible to determine - how much difference your ideas would have made in recent battles.
MPP stack would help with the movement penalty, friendly region = less cost + quicker
And yes big hitters would have less advantage, so option 2 : the 1-click button will be the best one
nice articles with great ideas, thanks Director9 : )
I love the army movement concept where it takes time to mobilize forces. It would require much more planning and strategy. It would however also seriously handicap small countries. By the time allied reinforcements are in place they would already be wiped.
You could also think about more expensive weapons (like Q7-jetfighters instead of Q7-canons) which would have a speed advantage if you really want to evolve in this direction. If I can build on that, you would cut the jetfighters range in favor of their speed, and compensate by moving supporting armies (like carriers) into position close to where you want to strike, cariers having the option to extend your jet striking range... etc... This would then be a MoD tool to deploy
Or use allied (MPP) countries / regions / armies as supporting hubs to move your army faster and further
the lower based weapons move faster, a 1kk damage army in Q7 will move slower then a Q1 1kk damage army, so maybe the lower based weapons can be used to do at least some damage
you can't just attack anymore, you'll need to gather troops at the border first, intel reports would help in seeing the movement in time and start deploying aid
the movement time restriction will need to be balanced with the speed at which battles are with
I don't really want to expand more and more weapon types, 7 is more then enough
Maybe a "time-asking" movement too ? You maybe need to wait like 10 minutes to move (or maybe based on the distance), and then have cool done time before launching a second movement.
v. nice ideas... hard to implement I guess, but not impossible.
V
Interesting ideas.