Quote Originally Posted by FoxyBunny View Post
Vito, if you don't see what is wrong with this thread, then I'm not going to be able to explain it to you.
Foxy, your initial response to this thread made me snicker a bit but it also showed me that you don't seem to understand his point. He is absolutely right when he states that this design does not promote teamwork.

I understand that you have this set in place because you do not want smaller players helping out larger players. That idea alone goes against team work which is what the alliances are set up for right? If I recall from past discussions on this topic, your reasoning for this is to stop multi accounting. I am telling you that your design does not accomplish that.

Here is the way around it. The smaller player sends all their resources to one city and one of the two players is kicked from the alliance. The larger player attacks the smaller player and takes all the resources. Resources transferred and the multi account user still continues to play with no penalty. See how easy that was?

Now look at it from the perspective of a smaller alliance trying to work together to defend themselves against a larger alliance. The smaller non multi account player is trying to be part of a team and help his alliance mates out. Let's just say that he has 200k archers. The best player in his alliance has a wide gap in prestige between himself and the smaller player. The larger player has been doing all the fighting for the smaller alliance and has been keeping the smaller alliance players safe because he is the one attacking, defending and reinforcing. The problem the larger player has is that the people he is fighting against, are stronger than him. Now he has run into a problem because he no longer has enough troops to either defend himself or keep reinforcing his smaller team mates. He now has a decision to make. Either ask to be reinforced himself or stop reinforcing the smaller players. Let's say that he decides to ask for help instead of abandoning the smaller player. His team mates see this and now they try and support him. The smaller player who has 200k archers decides to send his larger team mate 100k. Along the way, the smaller player is plundered and loses 50% of his troops. Now, the larger player, who was expecting 100k archer only get 50k and eventually he succumbs to the larger alliance player beating him. The smaller alliance player, who is now out his 100k troops, can not reheal any of the lost troops and can not rebuild fast enough to recuperate what he just lost. Eventually he succumbs because he is just not strong enough to defend himself. Over time the smaller alliance loses the war because they could not work as a team and defend against the larger stronger alliance.

This topic alone is a microcosm of the larger issue you have with the game as a whole. When you guys are implementing designs changes like this you need to ask yourself some questions. Is it good for the health of the game? Does it seem fair? Does it increase/decrease the fun factor? Will the design change actually work? Are there ways around it?

If you ask yourself these questions you will see that this is not a good design or way of handling the problem. No where else does a player lose troops and not have the opportunity to reheal. Why is this? The most sever punishment you have in the game is because one team mate helps out another. Does that seem fair? Is that good for the health of the game?

Have you noticed an increase in the amount of people trying to drop prestige? It is because they are trying to stay at a level equal to their other team mates so that this does not occur. If you want to implement prestige restrictions, then make it so that only a certain percentage of troops and resources can be sent to a larger player. Do not simply nuke the smaller players troops. You are hurting the smaller player more than the larger player. That makes the game seem unfair and more importantly less fun. When the game isn't fun anymore, people will leave. Please remember that last statement. It is the single most important thing to consider when you implement design changes.