Conflicts are currently determined by a winner-take-all resolution each day up to a maximum of 7 days regardless of the effort involved. A near win is the same as a total blowout each day and there is limited data to assess the degree of opposition other than traffic. There are likely many situations of wasted effort or the battle may be closer than anyone realizes.
Ideally, there should be some indication of how the conflict is going during each day but time zone advantages would be hard to work around. One faction could simply push towards victory while the other faction is sleeping/working...
The old system of conflict resolution resulted in influence changes each day based on the effort involved. This had the advantage of seeing how closely matched the two factions were but created issues with large influence changes where say a #2 faction could leapfrog the #1 faction during the conflict. So the current solution of freezing influence and then creating an 8% separation afterwards helped address that problem.
I have a best of both worlds proposal:
Ideally, there should be some indication of how the conflict is going during each day but time zone advantages would be hard to work around. One faction could simply push towards victory while the other faction is sleeping/working...
The old system of conflict resolution resulted in influence changes each day based on the effort involved. This had the advantage of seeing how closely matched the two factions were but created issues with large influence changes where say a #2 faction could leapfrog the #1 faction during the conflict. So the current solution of freezing influence and then creating an 8% separation afterwards helped address that problem.
I have a best of both worlds proposal:
- Instead of winner-take-all each day, award up to a maximum of 1% influence to the winning faction and take a maximum of 1% influence from the losing faction each day based on the margin of victory.
- If you have a blowout scenario with zero opposition, you'll gain a total of 4% influence after the 4th day and win the conflict while the loser drops by 4% (which matches the current situation of 8% separation at the end).
- If you gain at least 3% after the 4th day, the opposition cannot win since they can't gain more than 3% back during the final 3 days of the conflict. So you could call that a victory but there would need to be a draw scenario if the final difference between the two factions is say < 1% after the 7th day of conflict.
- The faction influences still remain "locked" where other faction influences wouldn't be affected since the sum of the influences for the factions in conflict remains the same. If you add 1% to the winner and take 1% from the loser, the total is equal.
- At the end of the conflict, you still award 4% to the winner and take 4% from the loser same as we do now regardless of how close they are at the end to keep them from easily going back into conflict again.