DeletedUser5268
Guest
I decided to bring this topic to light due to the abuse of this magnificent system. Please read on, and add your thoughts on it.
Nowadays, morale has become abused and widely used by alliances and advanced players. This tactic is called "Low Morale Driver (LMD)" and allows small (but experienced) players in large alliances, conquer cities in bunker islands/cores without any consequences. For many, this type of game is very unfair, it is abusing a system implemented to help new players; it destroys the mechanics of the game and the benefit of the system.
This is an exploit; The use of a system implemented for good but is abused by a player to their advantage in a way not foreseen by the game designers. Then, why allow players to abuse this system?
Example: When a small player sends a settler and the siege begins, the morale of the conquest in course should become neutral; either moral 0 or moral 100.
Similarly, if a small player sends a CS, the big player can dodge and be able to snipe that CS; giving the bigger player an opportunity to break the CS/siege without morale being a factor of abuse in favor of the small player.
This new implementation should only be applied to ongoing achievements by players with low morale. In this way, the moral system is used for good, and not for the benefit of more experienced players.
Note: Your cities are still benefited by morality with the exception of conquests/sieges to neutralize the abuse of morale by smaller players.
In Revolt worlds, the morale is not a major factor and cannot be abused as much as it is in conquest worlds.
Thanks for reading, I hope you liked it.
- Reason and Details:
Nowadays, morale has become abused and widely used by alliances and advanced players. This tactic is called "Low Morale Driver (LMD)" and allows small (but experienced) players in large alliances, conquer cities in bunker islands/cores without any consequences. For many, this type of game is very unfair, it is abusing a system implemented to help new players; it destroys the mechanics of the game and the benefit of the system.
This is an exploit; The use of a system implemented for good but is abused by a player to their advantage in a way not foreseen by the game designers. Then, why allow players to abuse this system?
- Proposal and Balance:
Example: When a small player sends a settler and the siege begins, the morale of the conquest in course should become neutral; either moral 0 or moral 100.
Similarly, if a small player sends a CS, the big player can dodge and be able to snipe that CS; giving the bigger player an opportunity to break the CS/siege without morale being a factor of abuse in favor of the small player.
This new implementation should only be applied to ongoing achievements by players with low morale. In this way, the moral system is used for good, and not for the benefit of more experienced players.
- Doubts and Incongruities:
Note: Your cities are still benefited by morality with the exception of conquests/sieges to neutralize the abuse of morale by smaller players.
In Revolt worlds, the morale is not a major factor and cannot be abused as much as it is in conquest worlds.
LMD is only an exploit on conquest battle system, on revolt small players don't get to take cities easier with the help of morale, illogical why it wasn't taken out yet from sieges, for example when morale was removed from wonders.
To understand how unfair and twisted this strategy can imagine how revolt LMDs would work:
if a small player revolted a city all defending and supporting units in that city would be weaker - it would require less attacks to clear and more support from helpers to keep it. The best (or only) chance to keep the city if the player is online when CS started and can snipe it.
I think revolt players would protest and boycott Grepolis if such a revolt LMD feature would be introduced,.... although it would have the same effect like on conquest. So why torture the CQ players?
Thanks for reading, I hope you liked it.