Skramble AOC2 Recruitment said:
DJMOODY and RED, I do agree with you on all of your points with the current game mechanics. well, all but "there is still a cap of sorts on army size"
Food is easily obtainable through raids, my barns are usually maxed out within 4 or 5 raids. Train up troops and 4 or 5 raids later maxed out to train more. No longer is the worry of over training my food supply. Many of us have our buildings and arts maxed out, so all we need the food for is training.
The problem I see with an unlimited army is it farther encourages the congregation of large players into a League (or multi-league). When that happens, the only time the large Leagues will have any real excitement is when there is a diplomacy breakdown (those are fun to watch, probably main reason I still play this game)
Smaller leagues, such as mine, will no longer stand a chance of gaining any ground.
My original point was why does the developers not look into incentives for players to use their troops, instead of implementing something that allows and eventually forces) players to stockpile.
One example is that League Challenges burn A LOT of troops. But there is no real individual (or league wide) incentive to participate for the rewards are squat compared to the time and resources spent.
I can see the cap on army size becoming more dependent on time with this change. If you have time to do 3-5 raids and get building, you're golden. If you don't, then you're effectively capped. For some bigger improvements that take almost all the food you're able to hold, army size might become a problem. I'd assume that players who have their massive armies from being older players and from knowing how to get max rewards out of the system would already have max improvements and not worry about it; it would most likely be a problem for armies built from cash before the player is built up enough to support it.
I agree that the game encourages and rewards stockpiling. Certain elements of the game, like beacons, almost require it. PvP also seems based on attacking those you can beat, defending if you think you can win and hiding in cata if you're fairly certain you can't. The lion's share of rewards go to the winner and the more overwhelming the win, the fewer losses you take to get that reward. Not exactly a dynamic to encourage fair fights or risk taking.