Thoughts on: The Air "Division" and Fuel for War

Day 5,006, 14:57 Published in USA USA by Marcelaxy

So,

the post-day-5000 update had two changes. one that I really like and another that I don't like. Both could use some tweaking.

I also have a suggestion to expand the division system even more to help new/low strength players.

1. The Air Divion
2. Fuel
3. Expanding The Division System




1. The Air Divion

Instead of having an air round every four rounds at best, even less in practise (I'd say it could be about 2/9th to 1/5th being air rounds), Air is now its own kind of division in the normal framework.

This causes one issue: less air epics. While air rounds have been quadrupled or even quintupled and an SH is worth 1/3 of what it used to be, air epic damage is the same, with 15M damage. That's the only issue I have with this change.
Air epics are now way less likely to happen. Air epics are extremely important for players in countries that can't afford epics every week, have low strength and want to focus on air or players like myself who have been displaced out of their Legend+TP country due to a wipe.

DECREASE THE BASE EPIC DAMAGE FROM 15M to 5M.




2. Fuel

This is the worst update I witnessed since starting to play this game in 2010. Period.

It does the one thing, a game developer should never do: It punishes players for playing the game.
It wouldn't be neccessary with just some of the suggested changes from my last article that could make TWs more expensive, collectively for a country.

There are two ways, the fuel system could be improved to allow players for some wiggle room to play more freely.

Possility 1: Change it from 70 per week to 10 per day with a max storage of 200. Fuel prices are reset every week but stored fuel is obviously carried over. The same amount of fuel as now, with more freedom on how you want to play the game.

Possibilty 2: Let us produce fuel instead.

The productivity should be the average of the country's 4 resources, the fuel factory is placed in.

You need an economy to wage war to produce fuel to have an economy to wage war and so on. Not some pay2play/pay2win BS.
Need fuel for war? Start a war for fuel.

To simplify it, it shouldn't require Raw material and processing, it's all done in one go. There should be only one Quality purshased for 50 Gold each and it should produce 0.03 X Productivty per WaM work. So let's say about 0.05 in reality, at 50cc per WaM, that's 50cc / 0.05 = 1000cc per unit of fuel.
Reasonably expensive but it doesn't feel like a ripoff.

Players who don't want to focus on the military (maybe because they are week/new), can produce fuel instead. Also, a lot of gold would've been removed building those fuel plants.



3. Expanding The Division System

Terrain Types should make a comeback.

Players should be able to place up to 50k strength in a wide number of terrain types. Terrain should be the 5th ground division awarding 5 points per round and 5 Gold for the BH. Damage is unaffected by Legend-bonuses. The points for the air division should be increased to 10 in order to maintain the relative importance of the air division. The points needed to win a campaign should be increased to 220.

The terrain division should use the same "base" epic damage as D1. In order to not turn it into the "bomb division", the 5th division should have a 5x damage multiplier. One could also think of a "Terrain Fighter" kind of medal rewarding 1000cc per 100kk damage.

The fuel per week should be increased to 85 (better 100 to have a consise number) in order to compensate for the extra divsion.

Presidents can set the order of terrains for battles fought in their country's core regions but have to choose at least 5 different ones, terrains can't repeat in the next 3 rounds. No matter who are attackers/defenders are. That gives their citizens kind of a home advantage and is the most logical way of setting it. I don't think that the attacker should choose the geography of a region, nor the defender when it's not their land they're defending.


It helps new/weak players and makes players more flexible on the ground as they're not held down in this divison due to a lack of Legend bonuses. Either because they're outside their Legend country or have no Legend rank.

Additionally, this change would mean that 15 out of 26 points per round are not affected by the broken Legend bonus, meaning you can now effectively fight as merceneary and directly help your allies big time.

Also, the possibility of using it strategically to get a home advantage on home turf achieves some balance as it's easier defend, disrupt occupier-TWs, region rotations or kick occupiers out.



4. Givaway

I'm doing a small giveaway again if the article gains 150 votes.

5000 Q7 weapons for my favourite comment and 2000 Q7 weapons for a random endorser. No double win.

Decided and drawn on Sunday the 15th of August. 12:00 eRep time that day is the deadline for the votes.