From the Myr Player Spotlight interview (16 August, 2013):
What area of the game do you think needs the most improvement?
Myr wrote:
Battle mechanics. The way things are set up there is no way to damage your enemy without sieging and destroying cities. If I send my troops at a city my opponent just needs to move their troops out of the city and nothing happens. I think troops hitting a defenseless city should burn, loot, and kill, doing damage to a city without completely destroying it. There should be resources stolen, buildings de-leveled, and a corresponding loss in pop. The way to stop the intruders would be to defend. I think it would take a lot of bitterness about war out of the game.
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Halcyon wrote:
I disagree that direct attacks doing damage will lower the bitterness about war. Much shorter time for developing cities will cause war to be less frightening. As things stand, there is too much to lose when going to war. It takes a year to build a city and a day to lose it. That's a bitter lemon to swallow. |
I agree with Myr's assertion. She stated that allowing attacking armies to do REAL damage to cities (IE: reducing population) would cut down on some of the "bitterness" currently associated with war. I believe this would result because currently, the only way to cause damage in any meaningful way is to use catapults.
When a siege with catapults gets going, especially on a large city, some MAJOR damage can be done in short order. Conversely, if an army could march into an undefended city, set fires, kill innocent civilians, along with the usual pillaging before returning home, the "victim" of this attack would be more likely to keep their army stationed inside the walls of their city to defend it rather than sending them on bivouac outside the city for a few minutes while the attack takes place. I believe this would reduce the number of catapult sieges being launched during wartime, thus overall reducing serious damage. It would also add new strategies and dynamics to warfare, therefore increasing the enjoyment of the participants.
I believe that neither shortening build times nor increasing siege times is a viable option. If (high level) buildings were quicker to build it would considerably reduce the challenge and prestige associated with becoming a large, veteran player. If sieges were made more difficult by lengthening the time required, a major element of battle in Illyriad would virtually disappear.
Ok, so cast your vote and if you like, make your case: