AAs and Mercs have created unbalance
The introduction of Alliance Attacks and Mercenaries has created an imbalance in the gameplay of SI Mobile. I raise this here as a lot of players are disgruntled by these game features. I hope we can provide suggestions that improve the player experience, strategy, as well as benefit game economics.
AA combined with mercs creates an element where offense units have a far greater damage ratio than defensive units. The result is an unwillingness to defend assets with any reasonable amount of force. This is discouraging players and takes away much of the game strategy.
When attacking an HQ the attacker will lose approximately 10% of what the defender will lose. This brings into question, where is the money we invested on defense techs, and HQ tech? Is this a bug or is this done purposely? Blacksites are not quite as bad but still difficult to defend against an Alliance Attack.
As players we are now all familiar with how easy we can take an HQ down. Is Plarium aware of how this is affecting players? It makes a team have to decide whether they should rebuild or not.
I was always tought not to raise a problem without presenting a solution.
I propose Plarium provide new Blacksite and HQ tech that can be built or purchased which reduce the ratio of an Alliance attack.
For example HQ AA defense level 1 that would reduce the AA ratio by 25% and ultimately, when maxed, provide a means where defense could be stronger than offense.
This would at least give players a tool defend their assets.
The current mechanics benefit no one except the attacker looking for points.
With the current game mechanics:
- Attacker is not really gaining points anymore because there are no units to kill
- Defender doesn’t lose much as they are not putting units in assets
- Plarium doesn’t make money because no units are being lost anymore in battle. Only making $ if alliances decide to rebuild. But people are leaving and therefore less spending
With new tech to defend players will put troops in HQ and BS resulting in:
- Attacker will suffer losses when attacking HQ meaning there will likely start to be a reason for an hq attack and bringing strategy back to the game.
- Defender will inflict greater losses on attacker and will be encouraged to continue investing in troops and defense tech
-Plarium will gain in tech purchases and heavier troop losses. But also in restoring balance to the game entice players to stay and bring more players to the game
Hope to hear what thoughts everyone has on this. I am sure there are much better ideas to solve the problem but it is a problem in the game and I hope we can all recognize it needs to be addressed.
Good game to all