A whole new strategic military module

Day 2,446, 03:46 Published in Cyprus Israel by Admiral General Mickey
Strategic Military Module

I had an idea for a new military module that is based on strategy. This new module requires cooperation, coordination and some thinking. There will be no need to change the current divisions system or the way campaign points are distributed. If you have some minutes, read this article and give it a short review in the comments section. You can also ask questions or add your suggestions. I do not care if the admins see this or not. At the moment I just want to know what the community thinks about it.



So basically citizens will not fight each other anymore, and there won’t be a unique battlefield as now. Instead, when entering the battle citizens will see a map. This map is the region in which the battle takes place. It will be divided, and could be navigated by the citizens by entering coordination points or by using the mouse. Citizens will also see themselves on the map together with other fighters, including their location on the map.

This map will include various structures, some of them belong to the attacker and some belong to the defender. The enemy’s structures are always surrounded with red light, thus each side knows which structures to hit. The structures are located in random locations on the map, and the order is changed automatically after every round. Each side starts the battle with the same amount of structures, unless countries purchase more.

Each structure can absorb a certain amount of damage until it’s destroyed. Above of each structure there is a ‘Defense Bar’, which shows the progress in destroying the building. The basic ‘Defense value’ of each structure is determined by divisions.

The structures should look almost the same, as what’s inside them should stay a secret. When targeting a structure, citizens do not know what’s inside of the building. They only find out what was in it after it’s destroyed. Citizens will not gain any damage from damaging a structure until it is fully destroyed. Basically there are 8 kinds of structures; 4 belong to the attacker and 4 to the defender.

Structures belong to the defender:

Empty building (Uncommon structure) - Citizens who destroy an empty building will only deal 50% of the damage they had invested in order to destroy the building.

Weapons storehouse (Common structure) - Citizens who destroy a weapons storehouse will deal 100% of the damage they had invested in order to destroy the building.

Military base (Uncommon structure) - Citizens who destroy a military base will deal 125% of the damage they had invested in order to destroy the building.

Nuclear reactor (Rare structure) - Citizens who destroy a nuclear reactor will deal 150% of the damage they had invested in order to destroy the building.

Structures belong to the attacker:

Abandoned military station (Uncommon structure) - Citizens who destroy an abandoned military station will only deal 50% of the damage they had invested in order to destroy the building.

Observation points (Common structure) - Citizens who destroy an observation point will deal 100% of the damage they had invested in order to destroy the building.

Artillery weapons (Uncommon structure) - Citizens who destroy an artillery weapon will deal 125% of the damage they had invested in order to destroy the building.

Infantry brigade (Rare structure) - Citizens who destroy an infantry brigade will deal 150% of the damage they had invested in order to destroy the building.

At this point of the module the strategy enters. Citizens can work together in order to destroy a structure. They can gather together at a certain location and target the same structures. This way, even if the structure was an empty or abandoned one, each of the group members had only wasted a small amount of energy, and the group can keep damaging other structures. This will also require coordination, and make military units an important part of the module.

In order to prevent citizens from targeting by themselves big parts of the structures, there will be a limitation on the amount of energy that can be used in every battle. This will also make the combat on the BH/CH medals more interesting, which already makes the module better than the current one.

Countries will be able to upgrade the ‘defense value’ of structures by investing small amounts of Gold from the country’s treasury. The defense addition will not have a big influence, but it can help a lot in the long term. The purchased defense value is divided between all of the structures equally. The effect is removed after the battle ends, and can be only used once in each campaign.

The basic system stays the same. Countries will gain campaign points for winning battles and determination points for leading in terms of damage in battles. A battle can last between 1.5 to 2 hours (1800 determination points), or until one side’s structures are completely destroyed (not including empty or abandoned stractures). The guerrilla fight feature stays the same, damage boosters affect the same way as they do now, and battle boosters too. The defense shield can be seen in the new module as a wall that the attacker has to break before it can target structures.