*Be warned I have not taken deep consideration of all the effects that a system such as this could have*
That's why I'm bringing it up here
People on Loka generally agree on these two things:
- Towns can, and have, become far larger than what most of loka would prefer. Some messy maps out there.
- The higher taxes have certainly reduced this problem. However, it hasn't gone away.
My suggestion: A teleport system like the one we have currently, where the tiles touching the home tile of a town have faster TP times, but implement that system on a continental scale. The distance in tiles it takes to reach the battle from the town tile determines just how long it'll take before fresh faces arrive to help.
Reason 1: It makes sense. Half the struggle in wars comes down to logistics. Armies must march to the field. A larger empire comes with the problem of having so much land to cover. Rebellions don't start under the king's nose, they start at the farthest reaches of the kingdom.
Reason 2: It changes the meta. Currently, if you're weaker than your opponent you get crushed. If they can beat you once they can do it again and again until you're pushed back to your town. There you might find some fortune in the faster teleport times but by then you're already on the doorstep of defeat. Some might say "that's life gg ez" but if we want a lasting community, we should strive for a system that doesn't crush a town down into a one province minor.
Reason 3: It creates a border. Theoretically, in a long hard-fought war, there should come a time where:
Town A (better fighters) has pushed the enemy some distance, increasing the time that it takes for their dead to come assist, making chances of victory lower.
Town B (better lore writers) have been pushed back closer to their town, decreasing the time it takes for their dead to assist, making chances of victory higher.
At this border, Town A is hindered enough and Town B is buffed enough to create a balanced fight while still rewarding Town A for their skill in battle via a larger territory than Town B.
Reason 4: This doesn't flip the game on its head. The only thing this change would mean for a superior force is that they must take more caution not to die early in fights. Archers must be protected. Strategy comes to the forefront for these towns. So long as the superior force can prevent casualties, the time it takes to TP back in doesn't matter. For a Loka example, Sku doesn't die (often). If Rayward and a couple friends start out miles away from the nearest covenant town and plan to use the TP timer system to their advantage. They first have to kill the guy. Even with this massive advantage in TP time I think we can all agree they're about 6 auto-crits away from death every time they come back.
Note that this gives all larger towns a disadvantage in battles and is not meant to nerf or buff any side.
Thanks for reading this text wall, gO FoRTh!
*No Idea if I can edit posts after posting but if I can further edits will be noted below*
That's why I'm bringing it up here
People on Loka generally agree on these two things:
- Towns can, and have, become far larger than what most of loka would prefer. Some messy maps out there.
- The higher taxes have certainly reduced this problem. However, it hasn't gone away.
My suggestion: A teleport system like the one we have currently, where the tiles touching the home tile of a town have faster TP times, but implement that system on a continental scale. The distance in tiles it takes to reach the battle from the town tile determines just how long it'll take before fresh faces arrive to help.
Reason 1: It makes sense. Half the struggle in wars comes down to logistics. Armies must march to the field. A larger empire comes with the problem of having so much land to cover. Rebellions don't start under the king's nose, they start at the farthest reaches of the kingdom.
Reason 2: It changes the meta. Currently, if you're weaker than your opponent you get crushed. If they can beat you once they can do it again and again until you're pushed back to your town. There you might find some fortune in the faster teleport times but by then you're already on the doorstep of defeat. Some might say "that's life gg ez" but if we want a lasting community, we should strive for a system that doesn't crush a town down into a one province minor.
Reason 3: It creates a border. Theoretically, in a long hard-fought war, there should come a time where:
Town A (better fighters) has pushed the enemy some distance, increasing the time that it takes for their dead to come assist, making chances of victory lower.
Town B (better lore writers) have been pushed back closer to their town, decreasing the time it takes for their dead to assist, making chances of victory higher.
At this border, Town A is hindered enough and Town B is buffed enough to create a balanced fight while still rewarding Town A for their skill in battle via a larger territory than Town B.
Reason 4: This doesn't flip the game on its head. The only thing this change would mean for a superior force is that they must take more caution not to die early in fights. Archers must be protected. Strategy comes to the forefront for these towns. So long as the superior force can prevent casualties, the time it takes to TP back in doesn't matter. For a Loka example, Sku doesn't die (often). If Rayward and a couple friends start out miles away from the nearest covenant town and plan to use the TP timer system to their advantage. They first have to kill the guy. Even with this massive advantage in TP time I think we can all agree they're about 6 auto-crits away from death every time they come back.
Note that this gives all larger towns a disadvantage in battles and is not meant to nerf or buff any side.
Thanks for reading this text wall, gO FoRTh!
*No Idea if I can edit posts after posting but if I can further edits will be noted below*