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It's important to remember that these assaults aren't meant to be events without consequence. Factions are fighting wars; balance is secondary to the experience of fighting in a brutal and protracted war. With the overrides update, this will become even more apparent when factions actually conquer towns after assaults.
However, all this being said, the Total War (2nd) update will see better balance. The problem I'd had initially was that assaults would almost always fail if a defence was triggered. Because of a pathfinding issue I've had since the inception, and the new raid types (other than the massive assualts you've seen so far), and some musings on design, most of the larger assaults will be tilted toward general-led defences and generic-led assaults. Doing this means I can tame the attacking side a bit without needing to worry about the player scooping up a downed NPC without having gotten involved.
Thanks for the feedback!
I'm significantly reducing the power and restructuring a little in the coming update. You'll see far more assaults met with defensive counters to balance the numbers. There are a lot of mathematics at work and it's mighty difficult to get the balance right off the bat.
Balance will be a part of long-term development and will see constant improvements and updates. I appreciate the feedback.
Question: Am I always going to be considered a trespasser in fortresses? Seems a bit weird to me that a UC mercenary wouldn't be able to enter a UC fortress without making everyone inside angry, especially when it's under attack and I'm trying to help. Is it based on reputation, maybe?
For example Holy Nation Assault to World's End.
(Is it normal that assaults occours to cities owned by Tech Hunters? like World's End, including Waystation Charlie in Howlers Maze?).