I can't but defenders have shorter way home to their buildings and this should make for a slight advantage
Defenders on field do not go home to heal, after losing many HPs.
I think you mix up something, because this is not correct...
First I would start to heal all soldiers in a building simultaneous, because that should be the easiest to implement
At which healing rate? Castles could become to hard to defeat then. I'm against it. At least players should chose if they want to play this new system or the normal system.
I propose letting soldiers heal inside their borders even when outside military buildings. THe major problem for defender is that most soldiers will rush out to face an attack, and will not heal while they are there. So by attacking with one soldier at a time it is possible to stop a player from healing most of its soldiers. If those soldiers could heal at a slow rate even while outside a military building, that would help compensate this disadvantage.
I think that the building under attack should not send out any soldiers.
I'm against that. It can also be an advantage. For example, look at a single building full of heroes which gets attacked by a giant number of much weaker soldiers. Then it's very useful that the heroes swarm out. If not, the only defender at the doorstep will be swarmed and often hold back when he tries to retreat, so he might die.
There is already a way to achieve that defenders stay in the building: Building directly at the border.
So it might be better if it would be optional if defenders always stay in the building.
In addition, the algorithm that picks the soldier that chooses the next defender could be more intelligent, and could have a knowledge of the attacking soldier, and tune the decision based on that.
I have refined my idea.
I was considering how clunky it is that military buildings only heal one soldier at a time, but i would usggest all soldiers are healed simultaneously outside of them.
Why is that clunky? One could say that every building has just one healer, who can only work inside the building.
From my point of view it is very strange that a fully promoted soldier will win a fight against an none promoted soldier with a few hits.
Why? Isn't that rather realistic?
In order to reach a stable equilibrium, it must be easier to defend than to attack. otherwise, as soon as contact is made, the two players are going to rush each other and the game ends immediately, and I think most people don't want that kind of game.
I disagree. For example, if both players have exactly one supersoldier (and if they are thinking that), they might not risk to lose him by attacking, so it's rather a stalemate situation.
And even if two players are rushing each other, the game doesn't end immediately. For example it can happen that both lose almost all soldiers, so they have to build up an economy.
And yet the defender has very little benefits in this game. the situation is made worst by the new trunk, where the attacker can handpick the attacking soldiers - meaning he can choose to let woounded soldiers stay to heal, while the defender won't be able to do that. with that change, I think attacker has full advantage, and there simply is no sound strategic reason for at least one player to not attack as soon as possible.
Even not the one which I mentioned above?
So I think, to promote stability we should give some help to the defender. Not really sure about what, though.
The defenders already heal in their buildings, this might be enough.
One possible way is to give a slight power bonus to soldiers ffighting in their borders. I don't really like that much, though.
I propose letting soldiers heal inside their borders even when outside military buildings. THe major problem for defender is that most soldiers will rush out to face an attack, and will not heal while they are there.
One could make this rushing optional. Currently it is useful if one wants that an attacking supersoldier gets surrounded.
So by attacking with one soldier at a time it is possible to stop a player from healing most of its soldiers. If those soldiers could heal at a slow rate even while outside a military building, that would help compensate this disadvantage.
The defending soldiers could be always showed in their building, and one could create an option like "tell defender to return into the building now".
Another problem related to defence is that you have no control over the soldiers that come out. Sometimes the rookies go out, leaving your hero inside to gather dust. Sometimes your heroes come out leaving the rookie behind, and you lose a castle to the lone enemy soldier that manage to walk to it. To fix that, we could give the player the chance to select which soldier will always stay inside until the enemy knocks at the door. it could be selected for any military building.
This might be a good change
regardless of what you think of those proposals, I think we need to find some small advantage to give the defender so that the game will revolve in an economical challlenge instead of a rush.
On bigger maps, it is an economical challenge, on small maps one can play rushes. Good system, would be a pity to lose the possibility to rush at small maps...
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