- Joined
- Apr 13, 2013
- Messages
- 54
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- Age
- 39
We've seen wars rage on and create completely unnecessary flame wars and the like. Never-ending needless wars are obnoxious, particularly when they distract you from enjoying the game. So I propose an alternative solution to players.
Duels!
Let's face it, most defenders are going to hole themselves away in their homes, but being raided is still a pain in the hole. So I suggest, when the fighting's gone on long enough and it's time to put it to rest, that both sides agree to a duel. One on one, chosen champion of one army against the chosen champion of the other. If the attackers' champion wins the duel, the defenders are required to comply with the terms of surrender, and the war is ended. If the defending champion wins the engagement, the attackers are required to cease their assault as though a peace treaty had been declared. This will lead to a few interesting factors in ending the war:
- In preparation for the duel, each army will be able to band together to outfit their champion. Will you work together to build the mightiest armor known to man, or will you whip together a shoddy iron set and hope for a miracle?
- The war's ending, rather than being an anticlimactic petering out, will become a spectacle for the ages. With so much riding on the line, tensions are certain to be high.
- Factions large or small will have the opportunity to fight for their freedom or claim, with gear and skill becoming a more dire factor than simple numbers.
'But Cassius!', you may wail, gnashing your teeth and getting doritos crumbs all over your keyboard. 'Wouldn't that make the raiding portion of the war completely pointless?'
Well, yes and no. It's not hard to see that raiding is already both a blessing and a curse. It is currently the only part of the war, and is also met with a great amount of disdain, largely because it's hard to know when to stop. With the final duel considered, the raiding portion of the war becomes a time for the attackers to wear down their enemy's resources such as armor and weapons, to claim prizes and to batter their morale, and vice versa. Raiding would continue much as it always did, but now, there is an option for a very final climax to the war. These duels are also more likely to encourage players to pay attention to surrender demands. A defender can end the war and live in peace one way or the other, and will have the chance to fight to the last inch, but they will have a definite point at which to say 'We lost, we've been defeated, and it's time to give in.'
The attackers come away with spoils either from the raids or the surrender demands whether they win or lose, and the defenders, one way or another, have a means of ending what amounts to a frustrating process.
Something to consider, when it's time for the war to end.
Duels!
Let's face it, most defenders are going to hole themselves away in their homes, but being raided is still a pain in the hole. So I suggest, when the fighting's gone on long enough and it's time to put it to rest, that both sides agree to a duel. One on one, chosen champion of one army against the chosen champion of the other. If the attackers' champion wins the duel, the defenders are required to comply with the terms of surrender, and the war is ended. If the defending champion wins the engagement, the attackers are required to cease their assault as though a peace treaty had been declared. This will lead to a few interesting factors in ending the war:
- In preparation for the duel, each army will be able to band together to outfit their champion. Will you work together to build the mightiest armor known to man, or will you whip together a shoddy iron set and hope for a miracle?
- The war's ending, rather than being an anticlimactic petering out, will become a spectacle for the ages. With so much riding on the line, tensions are certain to be high.
- Factions large or small will have the opportunity to fight for their freedom or claim, with gear and skill becoming a more dire factor than simple numbers.
'But Cassius!', you may wail, gnashing your teeth and getting doritos crumbs all over your keyboard. 'Wouldn't that make the raiding portion of the war completely pointless?'
Well, yes and no. It's not hard to see that raiding is already both a blessing and a curse. It is currently the only part of the war, and is also met with a great amount of disdain, largely because it's hard to know when to stop. With the final duel considered, the raiding portion of the war becomes a time for the attackers to wear down their enemy's resources such as armor and weapons, to claim prizes and to batter their morale, and vice versa. Raiding would continue much as it always did, but now, there is an option for a very final climax to the war. These duels are also more likely to encourage players to pay attention to surrender demands. A defender can end the war and live in peace one way or the other, and will have the chance to fight to the last inch, but they will have a definite point at which to say 'We lost, we've been defeated, and it's time to give in.'
The attackers come away with spoils either from the raids or the surrender demands whether they win or lose, and the defenders, one way or another, have a means of ending what amounts to a frustrating process.
Something to consider, when it's time for the war to end.