Slayan;n28651 said:
What do people think about defending against sabotage attacks? Do you feel that you are able to stop enough of them or that there is no counter to being sabotaged? Are there any suggestions on how to help with
defending against sabotage attacks?
Without feedback from the players it is very hard for us to determine the balance of a feature. We need feedback to make changes or keep existing changes.
I'm going to react quickly, it suffices to read through the other threads as to see what people say about sabotage. The only one(s) defending sabotage, were also saying it isn't as destructive as people make it sound to be. They also proved not to have been on the receiving end of sabotages done by some1 who knows actually how to do it "properly" and has the numbers to do it destructively.
Sabotage is inballanced beyond belief. One of the top saboteurs (if such ranks were to exist) is without a doubt RustyNail (who also says the feature is unballanced to a flaw). If you want to have a description of his actions?
Take a gigantic flock of locusts (saboteurs) that see a field of crops (target villages) and when they leave a few hours later there's a ravaged field (ruins of what used to be villages)
RustyNail ruins multiple villages in a matter of hours, cripples em in a matter of days, and sets an entire province back weeks and weeks (if not months).
Inballanced doesn't even begin to describe the feature.
A defender is limited by 5 spies of which only the first two have time to rebuild, the others take too long, 5 spies is impossible to have when you're under attack, And it's the only feature that can ravage a village that fast where there is
ab-so-lutely no defense possible and no way for a tribe to help it's member, not even when the member is in the core of the tribe, it will get demolished even if the attacker is too far away for attacking with conventional troops ... On worlds with nightbonus, it's not even impacted by that ... so the fact that people could sleep at night isn't limiting the most destructive of all features at all ...
Sabotage back? When the attacker has 120+ sabotage halls, you can't take down his halls fast enough since he can always take new villages with halls or rebuild halls,
It's the only feature that has not a single way to defend yourself or get help.
Worse even:
It is so unballanced that
a person who has soldiers in a village under attack is being punished for having them. The first levels to loose by spies are the highest of the random village that is under attack. For a farm lvl30 that's a day to rebuild. If you got troops and loose a level or 2 it will even cripple you because you won't even have the provisions to rebuild, you can only wait for your spies to get killed, train them while your village is being ruined and when it's trained, it will die straight away so you click again.
Queue spies? rediculous, if the first three spies are dead it takes you 12hrs without spies while spy number 4 is being built ... only if you are behind the screen 24/7 to stop queues to rebuild spy nr1 ... if not your are done for
AGAIN
The defender looses buildings that take a day to build (and it'll only take longer the more your HQ get's sabotaged.) and the spies ... they take mere hours to rebuild. When done right you can use 1 village for 2 waves of sabotage attacks a day
...
How unfair is it that you can "stack" (multiple players can band together to start sabotaging the same village at the same time, diminishing the number of failed attempts and augmenting the successes and destructive power of an already overpowered feature)
the most destructive, overpowered and cheapest attack for the saboteurs, but for the defender not a single person can aid the victime.
You can help a tribemember with ruining an enemy, but you are powerlesly standing by when you or your fellow tribesman is getting sabotaged ...
The minimum 3 spies per sabotage did help, but it's too easy to work around that limitation since ... you just have either more villages with sabotage halls yourself ... or you ask a friend to help you sabotage.
So from the
atackers point of view it's unrestricted.
From the
Victim's point of view ... in short ?
You're on your own and don't stand a chance.
Suggestions?
- The minimum suggestion would be to either make defending spies also unlimited (taking up farm places for all I care) OR let it be
possible for players to send supporting spies or support your own villages with spies or a combination of all.
- Perhaps introduce another unit, some guards or something that when they spot the spy the village is on
high allert and defending spies become more succesful when the number of sabotages in a certain time frame reaches a treshold. After a cooldown period, village is back on normal allert until ...
- Perhaps have different spies for sabotage and for defense. make
defending spies always build faster and sabotage spies always be slower and more costly (they do ruin costly time-consuming buildings ...)
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