DeletedUser3460
Consider this feedback or suggestion. . .
The battle stuff stinks! :-)
I think there should be a cost of losing a battle to an attacking player. Right now, aside from the lost resource/good/gold, there isn't any real cost to losing a battle. And, there is no real good way to prevent being attacked. So, I guess I see why it can't be penalized too much.
There should be a "city wall" technology/building that can be built and appears on the battle field when defending. Archers behind a city wall should be very hard to beat. Catapults (and perhaps battering rams) would be needed in order to breach a city wall.
But anyway, a bunch of archers atop a city wall should be very hard to attack and beat. Once a city wall is breached, buildings behind the city wall should take real damage.
Right now, there is virtually no incentive to defend a city. In fact, a smart neighborhood would leave their cities undefended so that no one gains significant points (PvP and game) from winning battles.
The battle stuff stinks! :-)
I think there should be a cost of losing a battle to an attacking player. Right now, aside from the lost resource/good/gold, there isn't any real cost to losing a battle. And, there is no real good way to prevent being attacked. So, I guess I see why it can't be penalized too much.
There should be a "city wall" technology/building that can be built and appears on the battle field when defending. Archers behind a city wall should be very hard to beat. Catapults (and perhaps battering rams) would be needed in order to breach a city wall.
But anyway, a bunch of archers atop a city wall should be very hard to attack and beat. Once a city wall is breached, buildings behind the city wall should take real damage.
Right now, there is virtually no incentive to defend a city. In fact, a smart neighborhood would leave their cities undefended so that no one gains significant points (PvP and game) from winning battles.