ItsFunToLose wrote:Its hard to take you seriously when you claim to be the voice of every experienced player to ever grace this game with their presence.
With all due respect, (I have seen your posts around the forums, You seem very respected) You either don't understand math, or can't handle losing.
I attempt to speak for no one, people have voiced themselves throughout this thread and in others. Many, many experienced players who have seen more wars than we've seen combat have chimed in that something to this effect is a good idea. My qualm lies in neither an inability with math or a dissatisfaction with dying, rather in that you have an unchecked skill that is meant to act as an infinite lp sink. Why is combat exempt from a softcap and what does the game benefit from this?

We've seen what happens in the past when you allow this. This doesn't even need to be a speculation or theoretical, as it is merely history. Everyone remembers q2400+ jewelry. Skills, stats, and establishment became moot to them as, while everything else was limited in some way, they were not and so they could utterly imbalance everything else with their mere existence.
To assume that every battle will always be done in perfect circumstances is, at best, a joke. In your scenario people die and, with roughly a ~90% lp loss from this, that means they're done forever. As it is, while the race is infinite, if you should be knocked down once you're out for good as even at the perfect rate of growth you will never be able to catch up. Or, god forbid, focus on other things besides combat initially and be slightly behind because your city needed a carpenter to help burn charcoal.
Though I know my counter example isn't exactly true, as we've all picked ourselves up after dying and everyone knows that if you have some decent infrastructure and friends, you'll be back up to where you were before in no time at all. That said, in combat we expect people to die so why are we not factoring the eventuality of death into it?