I've been working on my game for the past several months, and I've hit a snag...
My design goal was to create a BBG that was quasi-time independent. That is, you could go on vacation, attend to real life, etc, without risking major losses to your account.
To satisfy this design goal, I created a game with zero losses. Ie, you can win gold from your opponent, but it cost your opponent nothing. Your gold gains are 100% in proportion to the enemies score, and nothing else.
My problem is, this feature has had an unexpected side effect. Because combat gains are based on the enemy's score, and because there is not limited opportunity.... there has become no sense of urgency to attack. Players are logging in to check their status, but not attacking because they feel that waiting is the better option.
Perhaps it is because of my small player base. Perhaps when I have 20 or so competitive players, things will pick up. But in the mean time, I want to develop a plan B.... so I bring my issue to the community. The goal is to add a condition to the game that tilts the scales in favor of attacking vs. waiting. Thoughts?