This is no surprise, every now and then there is a new topic in this area regarding this issue, and for the ones unaware the problem is when a server is dominated by 50 players in which they created a lot of companies and swap between them to conquer more territories.
SO, easy solution:
Whenever a player leaves a company (be it by kick, own decision, etc…), create a cooldown of 3 days before he/she can join another one;
Only members from the company are allowed to attack/defend.
Next step is how would AGS handle the ABSURD income from capitals, but this is another story…
Maybe if you leave a company, you can’t participate in any wars for that company. Would force people to remain in the main company, or in the shell. At the least would make pushing influence in multiple companies harder.
Also, should limit the number of non-company members that can be slotted in a given war, and no one outside the faction.
I don’t think you’re fully comprehending what im saying.
Ok, cool, 3 days. They leave a company, and they have to wait 3 days.
10 of the 80 players, in the main company, has no company for 3 days. After this CD, they make a newish company. Same company, different name. Same roster, same discord, same everything, except slightly different name.
This company can run up their 10%, for the main company. They can stay in this shell company, because it’s irrelevant which company they decide to stay in.
The only thing your suggestion does, is slightly inconvenience players that transfer servers. Slightly inconvenience mega companies that hop servers. Just means they have 3 days before they can start declaring.
I don’t know how else to explain why your suggestion wouldn’t work. What aren’t you comprehending? Not trying to be mean or disrespectful…just stating what would happen lol.
Imagine Company Shell1 has WW, EF and BW, and they have 80 players.
Nowadays: what they do is simply put siege respectively 8, 9 and 10 PM. So whenever these territories are attacked, they can defend it easily, since they make ENORMOUS ammount of gold and at least 50 ppl are already BIS geared.
New scenario: they will have to at least split the 80 players and yet they are NOT going to be as tough as they are now, giving other Companies a much higher chance to control these lands.
Nowadays: same thing as defense scenario, they run the influence with whatever guild they want, declare the war and transfer all the players to this Shell2 Company.
New Scenario: They’ll HAVE to split up in order to attack multiple territories, since they’ll not be able to join Shell1 or Shell2 because of the CD.
Why does which company people are in effect whether that person can join in a war? If a 100 players split into 10 companies of 10 people each, they can push 10% each and win every declare and the 50 best players across all 10 companies can still participate in each war. 10 companies, 10 territories, 10 different siege timers. All essentially the same company, let’s call them ABC1, ABC2, ABC3, etc.
Company swap cooldown doesn’t matter for attack or defense unless you put in another mechanic that blocks those people from participating in a war for another company, because you can slot whoever you want as long as they aren’t from the attacking faction. If the siege timers are different, you can still have the same 50 people in those 3 wars you mentioned. Nothing changes there.
It matters for influence pushes because a company can push 10% in one, then 10% in the next, then 10% in a third, etc. Lather, rinse repeat until the territory is in conflict. And they can do that to multiple territories. The cooldown on company swap would limit people from going from one company, to another, to third, fourth, etc. during influence pushes. If the company swap cooldown was the only mechanic in place, people with say 80 in a company might just leave 20 people in 4 companies each, then have 10-15 of them rotate each influence push after they get the first 10%.
That’s why this needs to be combined with a war cooldown, or the inability to participate in a war for a company that you left, or something else that closes this loophole completely.
It does not matter which company they’re in lol. They can still be slotted.
How hard is that to understand?
The only way your idea works, is if companies are required to have 50+ players in a company before being eligble to declare on a territory. Kind of screws small companies…but it’s the only viable way to make your idea be possible.
This solution solves nothing. Players can sign up for a War whether they are in a company or not. They can be given gold by inter-player trade. So each shell company really needs only 1 person.
The best solution, to which there can be no possible workaround, is also the solution that solves this issue, and many other issues and exploits: Just delete the player-controlled settlement system entirely.
Just get rid of factions and the whole issue becomes much manageable for the player base. These proxy-companies can no longer hide in factions. And will be attackable by everyone not in their coalition. Meaning more targets on their backs to manage.
Plus, they’ll have to compete with more competitors over the war dec.
It won’t completely fix the issue. But it will mitigate the adverse effects this issue produce.