[Since this is a bit longer than a tweet, and looks like one of those ``idea'' things, I thought perhaps this might be the appropriate venue.]
Apropos what
@Arcanis posted in the tweets recently, veddy veddy interesting. I really don't have enough experience with this to have any sort of opinion on the specific numbers of the present system. Simply put, I have no idea how much essence I may or may not have lost during my various engagements. Perhaps the numbers are right on the mark? Way off base? How to know?
I wouldn't
ever say there is One True Answer. I wouldn't approach this from
by way of ``what feels right'' either, but rather interpret the whole thing in
terms of what IRE (and hopefully we the players) want to encourage and
discourage. If raiding is to be uniformly discouraged then cranking up
the off-sides penalties all the way to 11 would send that message.
Similarly if these penalties were nerfed down to nothing then that would
certainly signal raiding is something every single one of us should be
doing and should be doing it all the time.
I guess really it comes down to two questions, because it may be possible these penalties can be independently adjusted:
How much raiding should demi's be doing?
How much raiding should non-demi's be doing?
Given
the non-demis are often partitioned into distinct brackets for various
events and contests (1-40, 90+, etc) it might also be possible to adjust the non-demi
penalties over different tiers as well.
Several different modes could be established, each of which would establish the character of the environment.
Example: If the novices and demis have no place raiding, then crank up their penalties but nerf those for the 41-89 level bracket (and only slightly nerf the non-demi 90+). The middlings would serve as the shock troops and pacify the area under the leadership of the oldies and only then would the demis move into slay pots/supernals/whatever. Great opportunity for cityfavour and guilldfavour here.
Example: If raiding is supposed to the end-game adventure, nerf the heck out of it for demis, nerf it only a little for non-demi 90+, and penalize the tar out of everyone else. Under this proposal you can expect opposing demis to regularly rampage.
Example: Perhaps just one day each year humour prevails (we've seen it before, and I'm talking to you Evilopolis, Stiffieville, et al.). In that case then drop it to the bottom for 1-40, max it out for everyone else, and plant all sorts of rifts all over the place. Hijinks will most certainly ensue.
To me it's not a matter of ``what's fair?'' since I'm not even sure how to define ``fair''. It comes down to ``What modes of behaviour do we want to encourage and discourage?''. If we can answer that question first, then I think the applicable mechanics of the system will become obvious.
Comments
Anyways, The a variant of the idea expressed in the link I just posted is the best solution, in my opinion. There are a lot of potential fine points and adjustment levels, but what is boils down to is this:
I suppose we could wait for the mythical overhaul to finish..some day, in the distant future, when the sun sets in the east and rises from the west. #Overhaul
Token of Earth Assault: Slay all five Earth lords. You have ten minutes.
Token of Nil Assault: Slay 20 demons (depending on how many there are; I have absolutely no clue). You have ten minutes.
Token of Demon Lord Assault: Slay the Demon Lords. Each one will count as a victory, but wouldn't in itself end the timer. You have 30 minutes.
Each token would cost a certain amount of power (something minor, like 50 power). If the goals are met within the timeframe, the assault is considered a success, and a small amount of power (say, 75 or so in order to cover the cost of the token) would be drained from the target orgs nexus and put into your own. They would each have a cooldown of, say, two hours, to avoid nonstop raids. If no token is used, the current effects exist; you'd lose the same amount of essence you do today etc. However, if a token is used and you die, you lose, say, 10% of that.
Of course, whenever a token is used, the target org is notified through CT. The token won't come into effect until a set time after it was used; for instance, for the Earth Assault and Nil Assault, it'd take a minute or so. For a Demon Lord Assault, it'd take ten minutes or so.
This can (in my mind) be enhanced further by minor modifications to how the conquest pool works. Right now it only builds if you're a conquest org, and it only builds from villages (IIRC). Instead, it could build for all orgs (50% of your power income for religious and commercial, 100% for conquest) and for both village, bubble and domoth power, and you'd drain that conquest pool on creating/winning assaults. This would also allow you to up the cost/benefit from the assaults, since there'd be a more limited amount to drain instead of the nexus. For orgs that are down on their luck without domoths, villages or bubbles, there'd be essentially nothing to gain from declaring assaults on them; you can't drain what isn't there.
This would also allow the admins to create a limited-time token for other things... like a special "assault the rockeaters" token for a special event or something. I'm sure the rest of you have a far better imagination than I do.