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Protected hexes are another blob friendly feature.

Flari-Merchant
Midnight
Decius
Midnight
MidniteArrow
A large group will *always* be able to have a defended home with a projected force.

Automated defenses are necessary at current scale to prevent chaos. Although, I do think "months" is way too long for automated defenses to hold out.

Turning off a PvP window for a hex goes far beyond anything I'd term "automated defenses".

If we can't handle PvP at the current scale, turn off ALL PvP windows for everyone. Giving blobs a mechanical defensive advantage so they have more free time to offensively terrorize their enemies can't end well.

The PvP window is not the time when terrorizing can happen. The PvP window is when outposts can. E raided or overrun and Holdings captured.

Protected hexes are not immune to PvP. They are immune from outposts being overrun or Holdings being caputured (and maybe raids?).

The boring job of capturing lots of holdings in a row to overcome settlement defenses is something that only people willing to put in the work to acquire and run a settlement, or participate in the top levels of competitive building, will try.

Measuring the accomplishment of builders on timescales of weeks or months is appropriate. Once the long-term game is implemented, people who enjoy the long game can start to play it.

The short game is still there. Banditry will be possible, feuds will trump security level even in places where it shouldn't, and fighting people for escalation bosses will be free.

Less time on defense means more time available for offense. Less time required for defense locally means more time available to exert power globally. When the largest groups get it (on top of their existing advantages) and the smallest groups don't, how can that end well for anyone but the blob?
What do you mean "the smaller groups don't get it"? Everyone gets protected hexes. Everyone gets to check for feuds and only have to worry about Holding takedowns 3 days a week with a 1hr? or more notice. What don't "smaller than blob groups" get?
Decius
Midnight
Decius
Midnight
MidniteArrow
A large group will *always* be able to have a defended home with a projected force.

Automated defenses are necessary at current scale to prevent chaos. Although, I do think "months" is way too long for automated defenses to hold out.

Turning off a PvP window for a hex goes far beyond anything I'd term "automated defenses".

If we can't handle PvP at the current scale, turn off ALL PvP windows for everyone. Giving blobs a mechanical defensive advantage so they have more free time to offensively terrorize their enemies can't end well.

The PvP window is not the time when terrorizing can happen. The PvP window is when outposts can. E raided or overrun and Holdings captured.

Protected hexes are not immune to PvP. They are immune from outposts being overrun or Holdings being caputured (and maybe raids?).

The boring job of capturing lots of holdings in a row to overcome settlement defenses is something that only people willing to put in the work to acquire and run a settlement, or participate in the top levels of competitive building, will try.

Measuring the accomplishment of builders on timescales of weeks or months is appropriate. Once the long-term game is implemented, people who enjoy the long game can start to play it.

The short game is still there. Banditry will be possible, feuds will trump security level even in places where it shouldn't, and fighting people for escalation bosses will be free.

Less time on defense means more time available for offense. Less time required for defense locally means more time available to exert power globally. When the largest groups get it (on top of their existing advantages) and the smallest groups don't, how can that end well for anyone but the blob?
It's not 'less time'. It's the entire window, three days a week. Except for the groups that don't have holdings, they don't have to defend them at all, ever.

Groups with enough controlled hexes to have an interior have more hexes that are vulnerable than smaller groups do. It's no easier to defend hexes that are distant from each other from unknown attack than it is to also defend the area that you'd have to run through to get from one to the other.
Midnight
Bringslite of Staalgard
Midnight
Decius
Midnight
MidniteArrow
A large group will *always* be able to have a defended home with a projected force.

Automated defenses are necessary at current scale to prevent chaos. Although, I do think "months" is way too long for automated defenses to hold out.

Turning off a PvP window for a hex goes far beyond anything I'd term "automated defenses".

If we can't handle PvP at the current scale, turn off ALL PvP windows for everyone. Giving blobs a mechanical defensive advantage so they have more free time to offensively terrorize their enemies can't end well.

The PvP window is not the time when terrorizing can happen. The PvP window is when outposts can. E raided or overrun and Holdings captured.

Protected hexes are not immune to PvP. They are immune from outposts being overrun or Holdings being caputured (and maybe raids?).

The boring job of capturing lots of holdings in a row to overcome settlement defenses is something that only people willing to put in the work to acquire and run a settlement, or participate in the top levels of competitive building, will try.

Measuring the accomplishment of builders on timescales of weeks or months is appropriate. Once the long-term game is implemented, people who enjoy the long game can start to play it.

The short game is still there. Banditry will be possible, feuds will trump security level even in places where it shouldn't, and fighting people for escalation bosses will be free.

Less time on defense means more time available for offense. Less time required for defense locally means more time available to exert power globally. When the largest groups get it (on top of their existing advantages) and the smallest groups don't, how can that end well for anyone but the blob?
What do you mean "the smaller groups don't get it"? Everyone gets protected hexes. Everyone gets to check for feuds and only have to worry about Holding takedowns 3 days a week with a 1hr? or more notice. What don't "smaller than blob groups" get?

Without the protected hex mechanic, in a populous game there would likely be groups with a small footprint of holdings, and they might not have any reason to ally with nearby holding owners. Given the new mechanic, they are more vulnerable than a blob and the game mechanic will compel folks to ally (blob together) when there otherwise wouldn't be sufficient motivation to. That might lead to the legendary Red vs. Blue scenario, though I suspect it will actually turn into an established builders versus upstarts scenario where the established builders (pretty much all of us) are the blob and any upstarts get crushed.

Also, in the OP I said forget about settlements and think about territory and holdings. Why should company A's two holdings be more vulnerable than company B's two holdings just because company B has adjacent allies? I get that Company B might win if they can batphone more friends to defend them, but this mechanic just GIVES them the defensive win rather than testing who can get the most folks on the field or whether a smaller force might be able to pull off a win due to better equipment, tactics, etc.
He who wrestles with us strengthens our nerves and sharpens our skill. Our antagonist is our helper.
-Edmund Burke
Midnight
Decius
Measuring the accomplishment of builders on timescales of weeks or months is appropriate. Once the long-term game is implemented, people who enjoy the long game can start to play it.

In the real world a city built over years can be destroyed in days.

But even if you want a GAME to unrealistically make the builders' effort equal the destroyer's effort because that's more fun in a builder game, the solution is to just make the actual SIEGE take longer.

Letting someone's holding be immune from attack just because of who its neighbors are is just so not what a sandbox is. It's an awkward kludge, and will always feel like an awkward kludge and it is a kludge that is fertile ground for exploits.
He who wrestles with us strengthens our nerves and sharpens our skill. Our antagonist is our helper.
-Edmund Burke
Midnight
Decius
Midnight
Decius
Midnight
MidniteArrow
A large group will *always* be able to have a defended home with a projected force.

Automated defenses are necessary at current scale to prevent chaos. Although, I do think "months" is way too long for automated defenses to hold out.

Turning off a PvP window for a hex goes far beyond anything I'd term "automated defenses".

If we can't handle PvP at the current scale, turn off ALL PvP windows for everyone. Giving blobs a mechanical defensive advantage so they have more free time to offensively terrorize their enemies can't end well.

The PvP window is not the time when terrorizing can happen. The PvP window is when outposts can. E raided or overrun and Holdings captured.

Protected hexes are not immune to PvP. They are immune from outposts being overrun or Holdings being caputured (and maybe raids?).

The boring job of capturing lots of holdings in a row to overcome settlement defenses is something that only people willing to put in the work to acquire and run a settlement, or participate in the top levels of competitive building, will try.

Measuring the accomplishment of builders on timescales of weeks or months is appropriate. Once the long-term game is implemented, people who enjoy the long game can start to play it.

The short game is still there. Banditry will be possible, feuds will trump security level even in places where it shouldn't, and fighting people for escalation bosses will be free.

Less time on defense means more time available for offense. Less time required for defense locally means more time available to exert power globally. When the largest groups get it (on top of their existing advantages) and the smallest groups don't, how can that end well for anyone but the blob?
It's not 'less time'. It's the entire window, three days a week. Except for the groups that don't have holdings, they don't have to defend them at all, ever.

Groups with enough controlled hexes to have an interior have more hexes that are vulnerable than smaller groups do. It's no easier to defend hexes that are distant from each other from unknown attack than it is to also defend the area that you'd have to run through to get from one to the other.

So no one is going to make their exposed layer Barracks and their immune hexes productive?

Are you really going to tell me that?
He who wrestles with us strengthens our nerves and sharpens our skill. Our antagonist is our helper.
-Edmund Burke
Bob
Edam
It is actually a concern that "no influence cap", whilst designed to allow newer groups to get a foothold, will actually allow very large but relatively inactive groups to spam +0 holdings across the entire map using threat of bringing back currently inactive players as a stick to stop people contesting them.

Influence will be made relevant again, including the mechanics that make influence less and less efficient to work with the larger your company is. We don't intend to have influence be as unlimited as we're making it in EE 12 for very long.
Flari-Merchant
@ Midnight

You do see that any group with a large territory perimeter will almost always have more "unprotected" hexes than a group with a smaller territorial perimeter, right?

You do grasp that even if some guys you don't like have hexes that are "protected" you can feud them any and every day including any hour of the week that you like with a minimal Influence cost?

Now, do you think it is an unequal balance between small time, single settlement "groups" vs alliance blobs just because the smaller groups won't try and ally with other small groups near them? That is their choice right?
Flari-Merchant
Bob
Edam
It is actually a concern that "no influence cap", whilst designed to allow newer groups to get a foothold, will actually allow very large but relatively inactive groups to spam +0 holdings across the entire map using threat of bringing back currently inactive players as a stick to stop people contesting them.

Influence will be made relevant again, including the mechanics that make influence less and less efficient to work with the larger your company is. We don't intend to have influence be as unlimited as we're making it in EE 12 for very long.
See that really is disturbing. How many times a year are we expected to redesign and rebuild our Holding networks?
Midnight
Bringslite of Staalgard
@ Midnight

You do see that any group with a large territory perimeter will almost always have more "unprotected" hexes than a group with a smaller territorial perimeter, right?

Company A… 2 holdings and no allied neighbors. Company B… 2 holdings, both immune because they are allied with their neighbors.

He who wrestles with us strengthens our nerves and sharpens our skill. Our antagonist is our helper.
-Edmund Burke
Midnight
Bringslite of Staalgard
@ Midnight

You do grasp that even if some guys you don't like have hexes that are "protected" you can feud them any and every day including any hour of the week that you like with a minimal Influence cost?

If holdings have meaning than holding warfare is where it's at. If holdings don't have meaning, why the hell is the map littered with them?

That's a rhetorical question, the answer is obviously because people are hoping holdings will have meaning one day.
He who wrestles with us strengthens our nerves and sharpens our skill. Our antagonist is our helper.
-Edmund Burke
 
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