Fame should be lost for no reason other than inactivity. I don't disagree it should possibly drop quicker, but to lose fame for attacking? That is moronic.
I understand the system of fame and honour - You know I'm not a complete tool anyway Kieran. I didn't say 'MAKE EVERY ATTACK YOU MAKE LOSE HONOUR'.
Although looking back, what I said doesn't really make sense with the system. My ideal is to simply dissuade bashing even more than has been now. There really is no punishment still for a top alliance (or even a top 5 alliance), for bashing at +1, or +2 - When there are still plenty of players to attack in your area. And for rank 1, that is just a downside of being rank 1 (basically, put up or shut up).
H/F needs to start tying in with more punishments than simply a bounty.
- Rounds ago, an alliance bounty rate meant something. Bring it back.
- An equation to link H/F score with insurance/land cap. Make it universal for all the basic insurance and land cap values (basically, the base percentage - before the individual calculations are made, on top of that base %).
Example, a H/F tag of 'Dreaded' will drop insurance gains to around 10-15% (obviously this is all theoretical, and perfectly open to argument), and land cap at a base percentage of 5%. All other calculations for land caps (ie, the range modifier on your land cap, and other people being on your attack, etc), are calculated from that base score.
And by contrast, a rank of 'Glorious' could raise insurance to maybe 60% (again, entirely speculatory) - And not affect the land cap at all. Obviously the positive ranks already have bonuses like WK and WW, so any other adjustments for this would make it overly unfair.
But this
WOULD encourage proper attacking, and it would give lower players a chance to actually learn - Rather than seeing 6-7 people over three ticks on you for your 3.2k land (and I
have seen that this round, sadly).
It's all speculation and ideal, but the things that get to me about the modern game really surround the ideal of making things as fair as possible for everyone, not just the 50-60 players who are happy to play 13-16 hours a day and have a phone by their bed every night.