Hobbezak said:Not just the price of winning, but also the price of overpowering everyone who comes in your range. To be honest, it can't be that hard to keep people in your range (donate your entire income to HQ for example?).
Take Ashes in r22 for example, they didn't have a major resistance against them, and still they had quite a few targets even late in the round. Simply because they didn't send half their alliance on the few people in their range (after they won that is ). It's more fun for the lower alliances (they actually get incoming that is defendable, instead of the incoming where the total incoming mob represents more score than your entire alliance) and for the winning alliance.
So a big no against this suggestion.
Donating to get in range of targets is a debatably crap way of getting new targets. The required amount you need to donate/get rid of is often in the trillions, quite often between £1.5t-£2t. You've your actual losses in battle, which could be anything up to another £1.5t over three ticks. Worst case scenerio, as little as 800 land is costing you £3.5t.
800 acres will earn approximately £21bn a day. You do the math.
In short, donating to your alliance HQ = massively expensive, far from profitable land grabbing. I might also add that £3.5t is an estimate based on you actually landing, if you don't land that cost is lost in its entirity.
So no, that doesn't work
As for the game being more fun for lower-ranked alliances, as they're not having to deal with inc from the top. Yeah, that makes sense, "we don't need to think about the players at the top because with them out of the picture we don't have inc"
:/