Based on these two quotes, it seems like you’re proposing something different from what you originally stated, which was a system that would “slowly decrease the maximum decay time of a clan’s holdings if their players aren’t actively playing” (emphasis mine).
This new turn suggests a system that isn’t so much a decay system, as an upkeep system based on the players’ activities, tracked in a similar way as the Purge meter.
If that’s the case, I like the general idea, but dislike certain aspects of it
What I like about this:
- It’s an improvement on the current decay system. It makes it necessary to actually play the game if you want to keep your real estate.
- It doesn’t tie the players down and force them to do more mind-numbingly boring stuff out of obligation.
What I dislike about this:
- It doesn’t seem to depend on the amount of real estate occupied by the clan. If the effort you have to put into maintaining your holdings is always the same, you might as well pave over the whole map.
- It does depend on the clan size, which further discourages clanning. Under the current system, if your clanmate goes on vacation (or stops playing actively for any other reason), you just have to go refresh their builds and you can spend the rest of the time playing normally. Under the new system, you would have to put in much more effort.
What I don’t dislike, but I feel queasy about:
- Adding another mechanic similar to Purge-meter invites all kinds of bugs that have been plaguing the Purge, but this time tied in with the survival of your bases. The current decay timer is a crappy measure, but at least it’s dirt simple and hard to screw up.
No, I was proposing this for the non-PVP servers too. Either that, or a new mode. Basically, as long as all PVE and PVE-C buildings are invulnerable all the time, there will never be a way to deal with trolls and griefers. On the other hand, I don’t see myself or anyone else who plays primarily PVE(-C) as a kind of person who will ever feel comfortable with full PVP, where you can lose everything in one fell swoop.
I’m not pretending to speak for anyone else here, but I know I would be quite happy if I had to pick one base to keep invulnerable – at a cost – and leave everything else vulnerable to attacks.
It doesn’t have to work like that, either. Someone could come up with a different idea and as long as it provides players a way to attack and destroy other players’ buildings – under special circumstances with well-defined rules of engagement, as opposed to the complete chaos of PVP – I would support it
But that’s probably off topic in this thread, so I’ll shut up about it.