My Top 5 - Changes I'd Like To See
Nerusia
I have always been an advocate of change in this game and we as a community over the past few years have put aside differences over our mutual distrust surrounding the development of this game. This ridge somewhat began to heal upon the release of the Mobile App in addition to the publishing of Developer Logs on the Forum; albeit the last post made only covered up until July 2019.
While in recent times we've seen small adjustments to the game, none of which have been overly significant (besdies this incredibly annoying snow falling), I believe it is paramount that we maintain as a community advocate for a better and more fun experience. In doing my part, here are my Top 5 Changes that I'd like to see the developers introduce:
1. Legend Rank applies when fighting for MPPs
In the old days of eRepublik, an MPP stack was a crucial tool on the battlefield and had the ability to decide if you would emerge as victors of war. These days their importance has diminished and they serve minimum purpose. One update the Admins made in recent years was limiting the firepower that was available in your MPP stack which required a Country President to chose which nations they would enable to support on the battlefield - again a defunct tool as battles are now only fought for allies in the air.
Utilizng tools that are already available, I believe that Legend Ranks should be applicable when fighting for enabled MPP's. For what reason you might ask? Well smaller nations are already strongly disadvantaged in this game, using my home nation of eIreland as an example; we would stand zero chance if we were invaded by a nation of twenty Legend XX's, thus our nations existence is largely reliant on not proviking our enemies as our own battlefields are something we can not even defend. Allowing a larger allies Legend Ranks with whom we have an MPP and deployed to our battlefield being able to fight alongside us would provide small nations like Ireland the chance to play this game more freely and not be shunned into a corner serving little to no purpose.
The current price of 10,000cc is a bit low to avail of such a perk, therefore I would imagine a serious price increase to a reflective amount such as 100,000cc.
2. True Ally Medal
Another detterant to fighting on the ground for allies is that we lose out on the potential True Patriot Medal rewards. There has been plenty of battles in the past week alone where many have shown no concern for losing out on True Patriot rewards but it is without doubt that we as a playerbase would relish earning that extra bit of cash whilst serving our allies. Introducing such a feature alongside that mentioned above, it would further strengthen smaller nations and give their role in this game a much more justified presence and a new level of value that they may not have felt by their larger counterparts who only availed of small nations ability to host Training Wars as well as providing blocks and cutting borders on maps.
3. To fight in a RW, the account MUST be located in the battle region and not just the host country.
Whilst not a transformative change of seismic proportion, I believe this change could lead to an interesting new dynamic in how countries occupy/are occupied.
While direct battles are about the broader war between nations, resistance wars are more focused on that individual region requiring the supporters needed to move to the region and support its launch. For me this aspect should be embraced more and any fighter who wishes to fight on either side of the resitance war should only be able to do so if they are located in the subject region. For example, Region X is occupied by Country B. Citizens of Country A must move from Region Y to Region X to firstly support the Resistance War and then to fight in it (alternatively can fight from any region of Country B ). Meanwhile Country B citizens enjoy the priveledge of being able to fight from any of their regions, some of which may be thousands of kilometers away.
My logic here is, why should we have to move to the specific region to start a Resistance War if we are not required to be in that specific region to fight there. To further add to this example, if Ireland were to invade Australia and occupy regions there, we would be able to fight in a New South Wales Resistance War from Louth, alternatively with this change, we would be required to pay 1740cc to move to New South Wales to fight to maintain our occupation. Multiply this amount several times based off moving to fight in other battles/returning to residence etc, suddenly occupation of regions far from cores becomes a bit more expensive and tedious - just as it should be when you are fighting against a local uprising on the other side of the world.
4. City Exclusive Perks.
Currently cities serve minimul purpose but provide the following perks to residents:
City bonus: +20% House durability
Central Park bonus: +2 Energy / 6 minutes, +50 Energy pool
It is my belief that these perks could be further expanded and stem from expenditure out of the local budget - the selection of their expense coming from the national government or from Mayors (elected or appointed by Government). Examples of these perks could be as follows;
Environmental Infrastructre - Reduces the pollution ceiling by 5%.
Airport - Halves the cost of moving to/from the region (Moving Tickets will need to removed from game but since there is no method of production, not sure why we still get them...)
Hospital - Additional energy recovery.
Economic Infrastructure - Increases production of all industries in the region by 5%.
Defence System - Defenders of the region receive a wall determination bonus of 1.5x.
To further make these choices more crucial and to prevent the utilization of all perks by key regions, each region should only be able to possess 3 pieces of infrastructure at a time. These may be unqiue (airport, hospital, defense system) or could be a stack of multiple similar units (three environmental infrastrucutre; capping polution at 10% ). In my view, infrastructure should also have a 30 day lifespan per purchase (can stack the 30 days lifespan e/.g pay x3 for 90 days lifespan of an airport).
To allow for the investment into infrastrucutre, a donate to City option should be added to Country Pages to allow the Government to assist further in their local regions.
5. Incremental Training Costs
With strength being a longstanding aspect of this game and players enjoying free training post level 200, I don't believe there would be support for this change to be made to strength but if it was applicable to perception upon its introduction, there would be a strong force at work to bridge the gap between the strongest accounts and new players who join our community.
Assuming a similar approach to strength, it will cost gold to upgrade your "flight academy" as well as to train within. However, in reverse to how strength works, I believe upon reaching the milestone level 200, training does not become free but instead ones ability to buy Training Contracts disappears and a new way of costing perception training kicks in. How would this new way work?
For every 250 perception gained, the cost of training in your flight academy increases by 1%. So at level 200, citizens would be required to pay the 2.87 gold a day to further increase their perception to to the daily max. After gaining 250 perception, this cost would increase by 1% to 2.8987 gold a day and so forth (increment can of course vary to be as low as 0.01%, also believe the base cost of training should recude from what it is under strength (Free/0.09/0.25/0.49).
While this may seem excessive, it will surely serve the purpose of allowing for a quick off the bottom for new players but then harder and more expensive for top guys if they want to become bigger and better. In my opinion it also serves as a major hinderance for air bots which plague this game from all sides. It will no longer be profitable to advance bot accounts in the air to the level that we can advance human players.
Le Meas,
Mise.
Comments
All interesting suggestions, but I love the 4th one. Anything related to local politics is more than appreciated
like most of them 😃
I like the ideas, but unfortunately admins don't care anymore. We haven't had any decent change in ages except small, irrelevant cosmetic changes.
The way I see it, the only thing that COULD improve the game is changing the ownership of eRepublik.
Like a lot of all them. I have thought In 2-3-4 many times. Not difficult to implement. I would add than traveling cost time. 100 km - 1 min ir smthg like this
I really like this MPP change
1. Don't agree with it.. if other players have legend bonus, all the smaller nations TWs will be overwhelmed by their larger MPP partners..
2. Good one
3. Best one.. this was always in the thoughts... To fight in a particular battle, everyone has to move to the region.. period. But it will reduce TWs or profitability for the traveling country..
4. Good one
5. Agreed, there has to be a cost of increasing strength faster than the newer players.. be it ground or air
"1. Don't agree with it.. if other players have legend bonus, all the smaller nations TWs will be overwhelmed by their larger MPP partners..!"
Thats a choice that countries will have to take regarding if signing that MPP is within their interests as well as the level of respect afforded to them by their ally.
hm... with the first two I agree, the others I have to read again 🙂
Great article o7!
6. A feauture made for you
https://ibb.co/Sr9Jd4n
Strength creates a massive gap between the players over time. Catching up to a player who started half a year earlier is hardly possible. Well, unless a bear seduces the older player and takes him/her to his den for a hibernation. Around springtime, both players would have roughly the same strength and be able to compete against each other.
Removing strength might be more beneficial as it might bring fresh faces to the game and keep them, or might even incite old ones to return.
The linear strength growth should be revised, so that new players could get close to/catch up to old players in somewhat reasonable amount of time. To full train at a great initial cost for a decade and still be only half as strong as the strongest ones is no way to encourage new players to play the game.
There needs to be a kind of gladiator school where newer players -- and newer players only -- fight against each other and advance. The rewards would be strength, and when they graduate, at, say, level 35 or something like that, they should be in a position to compete and feel they are contributing. As it is, the best way of contributing in this game for new players is to buy an old account.
V!!
I would like ships, submarines to be incorporated!
Naval battles that allow new accounts to have the possibility of achieving something in military matters.
The military module is impossible for me even buying a pack, and I would like to be able to play that module too.
o7
The main Erepubliks problem is the influx of the new players and their ability to compete even if they come. If there's a magic stick that'd fix that, all the other changes would make much more point.
Make divisions strength based and remove the Maverick Packs access to D1.
I am all for some changes being made. This game is quite stagnant. In the last 11+ years, I have seen lots of changes but none for a long time.
My thoughts included a navy battle option. They added air battles so why not sea battles? If you are landlocked then don't worry about it. But to invade across the water you need to win a sea battle before you can invade. And defensive battles such as a shore invasion should get defense bonuses. Just some more stuff that would make things a little more interesting.