In an attempt to balance walls and raiding, I have created (and am still working on) a new defense/raiding system.
Preface:
Please share your critiques of the system. Most importantly, please bring up thoughtful counter-arguments against this system. Proposing theories which will nullify this system is crucial, so please use honest thoughts and creativity to create situations that may crack and exploit this mechanism. If you think this system is awful and will never have its place in Haven and Hearth, please say so; however, if you think this system is awful yet can be mended into something better, please suggest ways to improve (think of amendments or something...). I believe my ideas are rough and need polishing, and only by community thought can they be smoothed.
Plan:
The Defensive Side
• The current authority pool system is removed from the villages.
• Finite wall soak is totally removed.
• Walls must be created under some sort of claim.
• Village Idols must be easier to create.
• Brick and Palisade walls can be attacked by hand.
• Damage system is maintained as is.
• Ram Cooldown significantly reduced. I think 4 - 6 hours is a good wait.
• Two new pools are added to the village system: The Stability Pool and The Preemptive Protection Pool.
• Village claim is increased normally with statues and banners, but those do not increase the size of the two pools.
- The Stability Pool
• The Stability Pool reflects a village's defensive capability.
• Think of this pool as a village's Hard Hit-Points.
• As more actions are completed (i.e. farming, mining (yes this will require Loftar and Jorb extending village claims underground), crafting), not as more LP points are gained, within the village claim of a village, the magnitude of the pool will rise, and must be maintained at that level of "business". The pool does not rise at once, it is gradual.
• The magnitude of the Stability Pool determines the strength of a village's wall system. Essentially, permanent "soak" on a village's walls will scale to this pool. However, the number of tiles of wall within a village claim will effect the soak. If a village has an enormous wall system, yet a small Stability Pool, their walls can be easily broken.
• Raiders can only attack this pool until the Preemptive Protection Pool has been completely depleted.
Notes:
• Palisade Walls are more taxing on the Stability Pool than brick.
• Brickwalls are less taxing on the Stability Pool than palisade.
• To clarify this, if a village has 100 tiles of palisade and another has 100 tiles of brick, and both villages have the same size Stability Pool, the village with Palisade can be broken into easier because the walls are weaker.
• Somehow the size of a village's claim must also play a part in the strength of the walls. There should be some "golden ratio" between claim size and wall size.
- The Preemptive Protection Pool
• The Preemptive Protection Pool (I will refer to it as the PP Pool, pun intended) reflects a village's immediate defensive capabilities.
• The PP Pool is essentially a village's Soft Hit-Points.
• The PP Pool is based on the "business" of a village in the last week and the stats of a village's members that performed the activities in the village.
• Attacks against a village must first penetrate the PP Pool.
• Raiders attack the pool by killing village members and attempting to ram walls.
• Once penetrated and depleted, the PP Pool will open the Stability Pool up for raiders.
• Once the Stability Pool is exposed, the raiders can now attempt to break a wall.
• The PP Pool regains itself each week.
Notes:
• The PP Pool gives a freshly built village an immediate defense against raiders.
Goals of this Defensive System:
• Nullification of Hearth Vaults. If hearth vault does not have active villagers doing things within its claim, it can be very easily broken into.
• Indirectly making the size of a village's walls and its claim dependent on the number of active members (a small village would not want a huge claim/wall)
• Differentiating the two types of walls.
• Providing the village with a benefit for active members.
• Villages that are inactive can be obliterated easily.
• Binding protection-determining actions to the claim.
• The Stability Pool tries to define the strength of a village's walls.
• The PP Pool tries to define a village's immediate defense, or an immediate soak to the walls that the raiders must attack.
• The Stability Pool tries to give long-time active villages a strong bonus.
• The PP Pool tries to give immediate defenses to fresh villages.
• Bringing an element of realism to villages. If a village is gigantic but under populated, how can it hope to maintain its protections? etc.
• Limiting the spread of village claim over territory. How can a village with huge land claims hope to monitor all of its areas and stay safe?
• Giving less power to the idol and more to the people attached to the idol.
• Excessive wall labyrinth building is negative for the village, because once the PP Pool is broken, and if the stability pool is weak, walls within the village claim may be bashed into by hand, providing that that Stability Pool is weak.
• Successive attacks by a raiding group should increase the chances of defense breaching.
• By keeping a ram's element of decay from movement, inner-protected or walled areas of villages should stay protected UNLESS the raiding group has depleted the Stability Pool so much that they can break the brick by hand.
Cons of this Defensive System:
• Hermits must have small villages or be incredibly active players.
• What if someone uses bots to maintain a Stability Pool? Should there be some negative aspect to repeated, robotic actions?
• What if someone goes on vacation from their village? How can they hope to sustain it?
• How complex is the coding regarding the scaling of Stability and PP Pools?
• Mechanism for depleting each of the pools is vague and unclear.
Questions To Consider:
• If a village is upgrading from Palisade to Brick, how can they easily destroy palisade tiles?
• Should the defenses of a village be based on the stats of it's village members along with the Stability Pool?
• What if walls are way too strong in the beginning of the game?
My Response: The PP Pool should try to scale a wall's strength to the activeness and developed-ness of the characters in a village; furthermore, it will take time for a village to build up a strong Stability Pool, but the PP Pool should provide short-term defenses.
• How can a village heal their Stability Pool quickly ?
• What if raiders kill fresh toons and alts? How should that deplete the pools? Should higher LP and Stat kills deplete the pools and weaken a village's walls more?
• Does this system encourage centralization of villages? Does it encourage decentralization?
• What is the purpose of personal claims now?
• Where is the human element in this system. By that I mean, how can players intercept a raiding group?
Note to Self: Reexamine how this system discourages the building of Hearth Vaults.
I am still putting consideration into every element of this system. I need your consideration too. Please help.