stampede
Private
In RL war there is a logistical penalty to large armies spread over big areas (consequences of long supply line, comms issues, etc.). Thus, in RL, long supply lines cause higher battle unit attrition. In GBG there is no penalty to a large guild from having their army / fighters spread over the entire board covering all the zones at the same time (zero attrition contribution from supply line length).
Realising this points at an easy solution to rebalancing GBG between small and large guilds: Make the attrition proportional to the fighting distance from the home zone. The attrition algorithm could add a probability adjuster, that depends on the number of zones you would travel through from the base zone to get to the battle zone. As a made up example with 0.2 probability for attrition with full building support this could be adjusted as follows x1.05 (if traveling through 2 zones), x1.1 (if traveling through 3 zones) etc.
Obviously, the exact adjustment formula should be simulated in test runs to determine the right number.
This would model attrition in RL battle zones stemming from long supply lines and potentially provide a scalable and easily adjustable (from the programming point of view) mechanism to create better equilibrium between small and large guilds (armies).
Realising this points at an easy solution to rebalancing GBG between small and large guilds: Make the attrition proportional to the fighting distance from the home zone. The attrition algorithm could add a probability adjuster, that depends on the number of zones you would travel through from the base zone to get to the battle zone. As a made up example with 0.2 probability for attrition with full building support this could be adjusted as follows x1.05 (if traveling through 2 zones), x1.1 (if traveling through 3 zones) etc.
Obviously, the exact adjustment formula should be simulated in test runs to determine the right number.
This would model attrition in RL battle zones stemming from long supply lines and potentially provide a scalable and easily adjustable (from the programming point of view) mechanism to create better equilibrium between small and large guilds (armies).