Author Topic: Rejected: Auto 'loot'  (Read 2215 times)

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Rejected: Auto 'loot'
« Topic Start: September 19, 2017, 07:12:50 PM »
Title: Auto loot

Summary:
The longer an enemy unit occupies a region the more 'damage' it does to production and or morale.
This can represent the effects of an enemy army present in the region over time.
The unit's ability to preform auto loot could be limited to a unit type or require the unit to invest some hours or gold in order to us it.

Details:
Looting hurts regions allot yet summons peasant militia that can really break an army down.
A less aggressive and indirect approach could be auto looting where no hours have to be invested every time an action is preformed like looting and taking over.
It could work like digging in where a one time investment of hours is required, or by changing unit type.
In the end it would take much more time to damage a region instead of looting, but cause similar effects.
 
Benefits:
Less active players can rally in certain regions with the entire army and slowly damage the enemy's local economy without having to login every turn.
Rural battles could increase by luring the enemy into battle by simply staying present, encouraging rural battles and a defensive attack.

Possible Downsides/Exploits:

Larger realms would benefit from this especially if its power is troop or unit based.
It could be balanced out to benefit smaller realms only or more.
Combining this with minimum looting could be too powerful.
« Last Edit: February 28, 2018, 01:42:51 PM by Wimpie »
Formerly playing the Nosferatus and Bhrantan Family.
Currently playing the Polytus Family in: Gotland, Madina, Astrum, Outer Tilog