cuckoo bananas
Since the inception of the board, invasions have always been skewed towards the invaders.
Both sides write their hearts out but only one side gets rewarded for a good showing.
If you invade and you win, you get the targeted hexes. If you lose, nothing changes materially and you can just try again.
If you defend and you lose, you lose the targeted hexes. If you win, you don't get anything out of it besides the status quo.
That's it. That's the situation.
Anything outside of that is just working around the margins. The idea that it is a reward to keep the territory you already had after two weeks of writing is silly and I don't think anyone actually seriously believes that is a reward. The idea that you can just counter-invade is true but besides the point.
At that point you once again need to write for two weeks just for a chance to win, when you had just won yesterday already.
The question is this: Why should a faction work tirelessly to write an amazing story, but only be rewarded for it with a tangible bonus, when they are on the attack?
As it stands on Chaos it is almost impossible to kill a major faction, unless the major faction decides themselves to go minor. So what happens is that when a faction wants to 'win' a war and really do not like the other side, they will just chain invade and keep throwing shit into the gears, until the other side is worn down and gives up.
That logic is the exact logic that enabled toxic groups and individuals in the past.
There is no cost to launching an invasion. You throw it up, you try it, either you win and keep going... or you lose and you can try again.
And why shouldn't there be a cost to launching an invasion? I keep seeing people bring up the point that it makes no sense ICly that if you successfully defend an invasion you get hexes out of it. I am not really sure why in a discussion about OOC rules to make the experience balanced, IC is pulled into it, when Chaos rules are never aimed at making 'IC sense'. It is always about balancing the OOC needs of the community with the OOC tension of keeping the experience dynamic and interesting.
Also, there have been numerous historical examples where an unsuccessful invasion resulted in the loss of territory of the invader, some of which they couldn't recover either. Check out the Second Balkan War, the Soviet annexation of Nazi territory after the Soviets repelled the Nazi invasion, and that was just a cursory glance. I am sure there are other examples. Launching an invasion takes investing effort, resources, time, manpower, and if you lose the invasion... you don't magically get all that back and you leave yourself open to your opponent. Who can take advantage of it as they have throughout history.
So I think this rule change is long overdo.
Right now the invasion system is unbalanced. I think it never claimed to be balanced, but overtime we have seen how that can be taken advantage of by unscrupulous parties.
This change makes it balanced.
You can invade whenever you want and if you win, you are golden. But now you actually have to consider if you want to incur the cost of an invasion and run the risk of losing hexes instead of only losing time. On top of that, it will actually motivate Major Factions who are on the defense, because now they too can actually have a win state that means something tangible for them.
As far as I am concerned, this change would turn invasions into a WIN-WIN situation, rather than a WIN-LOSE situation. Anyone can win something, anyone can lose something. I am pretty sure that is the definition of fairness.
Both sides write their hearts out but only one side gets rewarded for a good showing.
If you invade and you win, you get the targeted hexes. If you lose, nothing changes materially and you can just try again.
If you defend and you lose, you lose the targeted hexes. If you win, you don't get anything out of it besides the status quo.
That's it. That's the situation.
Anything outside of that is just working around the margins. The idea that it is a reward to keep the territory you already had after two weeks of writing is silly and I don't think anyone actually seriously believes that is a reward. The idea that you can just counter-invade is true but besides the point.
At that point you once again need to write for two weeks just for a chance to win, when you had just won yesterday already.
The question is this: Why should a faction work tirelessly to write an amazing story, but only be rewarded for it with a tangible bonus, when they are on the attack?
As it stands on Chaos it is almost impossible to kill a major faction, unless the major faction decides themselves to go minor. So what happens is that when a faction wants to 'win' a war and really do not like the other side, they will just chain invade and keep throwing shit into the gears, until the other side is worn down and gives up.
That logic is the exact logic that enabled toxic groups and individuals in the past.
There is no cost to launching an invasion. You throw it up, you try it, either you win and keep going... or you lose and you can try again.
And why shouldn't there be a cost to launching an invasion? I keep seeing people bring up the point that it makes no sense ICly that if you successfully defend an invasion you get hexes out of it. I am not really sure why in a discussion about OOC rules to make the experience balanced, IC is pulled into it, when Chaos rules are never aimed at making 'IC sense'. It is always about balancing the OOC needs of the community with the OOC tension of keeping the experience dynamic and interesting.
Also, there have been numerous historical examples where an unsuccessful invasion resulted in the loss of territory of the invader, some of which they couldn't recover either. Check out the Second Balkan War, the Soviet annexation of Nazi territory after the Soviets repelled the Nazi invasion, and that was just a cursory glance. I am sure there are other examples. Launching an invasion takes investing effort, resources, time, manpower, and if you lose the invasion... you don't magically get all that back and you leave yourself open to your opponent. Who can take advantage of it as they have throughout history.
So I think this rule change is long overdo.
Right now the invasion system is unbalanced. I think it never claimed to be balanced, but overtime we have seen how that can be taken advantage of by unscrupulous parties.
This change makes it balanced.
You can invade whenever you want and if you win, you are golden. But now you actually have to consider if you want to incur the cost of an invasion and run the risk of losing hexes instead of only losing time. On top of that, it will actually motivate Major Factions who are on the defense, because now they too can actually have a win state that means something tangible for them.
As far as I am concerned, this change would turn invasions into a WIN-WIN situation, rather than a WIN-LOSE situation. Anyone can win something, anyone can lose something. I am pretty sure that is the definition of fairness.