Hi,
Hi everyone
Sorry im new to this form thingy but i was wondering why the fort is not danaged after a FF.
Our workers and builders are importent players and need a chance to shine.
That's something that surprised me when I arrived in this game : in a world where buildings can only be built and without a cycle of construction/destruction, it can only lead to a stagnation at some point; and for new players, it's not really a good thing to come in a world where everything is already built, espcially for workers, or even for achievements etc.
Seems like building degradation was already in an old roadmap but only for towns. But it has never been implemented, I don't know why.
For forts, I may say something irrelevant/undoable but from my point of view it could be good if missed shots from attackers could have a chance to bring damages to forts buildings : it would be rather "legit" (in the meaning : attackers who aim at defensers in the fort, either could touch them, either miss but in this case with a chance to bring damages to the closest building in their LoS ... cause in their LoS); and it might motivate to participate even if we don't have the max level or the best equipment, cause the idea is also to take account of the number of times we touch a building in the experience points rewards and/or the ranking. Indirectly, it could help to balance attack/def in the number of participants on each sides : attackers because they could be able to get more experience and to feel more usefull than right now even if they lose/are low level, and defensers would still want to defend their fort. It could help to motivate to dig more fort fights and to balance the results too : buildings wouldn't have max level for good but could be lowered, so better balanced even with a ratio 1:1.
In the meantime in the defending side, owning a fort should have a better interest than right now and repairing should be facilitated, otherwise it could be super annoying : to have to bring a lot of components after every ff, to use its energy to repair, to be more frequently attacked, to lose more often too ... to the point where owning a fort may lose its interest if it costs too much compared to what it brings (or if it's to win it one day to lose it the next day). For example, an option "recycle" to repair damages with the broken components could be added : no need to bring new components, just to use the old ones; the energy cost should be lowered too (or even be free ?), and bring enough experience points to compensate what attackers win while destructing buildings. It would only cost the construction time, and construction points be proportional to labor points, as well as the experience points won. Or something like that. I've read in an old road map that forts were supposed to have special shops; it could be good if it was implemented too. But that's just an example so that defense wouldn't be too much at disadvantage and with still reasons to actively look for keeping their forts, people would have better interest to participate in attack too so battles better balanced, and workers or anyone else would regularly have things to build if in a town owning a fort ...
But well, in my head it sounds good lol, but I don't know if it can't be too much annoying for fort owners or even on the contrary bring too much to them. In any case, even if not too much silly or inappropriate (that's a big "if"), it would ask to re-balance everything in the formulas and to implement new things. So surely undoable (yes : all of that just for that

).