DeletedUser
While I feel the troop cost of seiges is detrimental to lower guilds and players, I could actually live with that one.
The 96 hour rule is okay
My problem comes in with not being able to cap a sector or even release it and attack another guild who seiges it. These are both valuable defensive moves in GvG. If I have a guild coming at me who's seige cost is 10 or 20 or 30 goods perseige and my seige cost is 800 or more I need to be able to release a sector and then wear their troops down by attacking their seige before I go spend 800 goods per seige to try to kick them out, keeping in mind that battles often involve many seiges per sector.
Sheilding is a critical part of defense as well, perhaps you can limit it to one release and reseige if the point farming is such a concern, i mean they can still farm 1 seige if they want anyway if they time it right (drop right before recalc and seige after)
In short, troop cost alone would slow almost completely the point farming because they would eventually run out of champs (except the most advanced players) The rest of this change was completely unnecessary.
Basically there are 3 of you in this thread blaming the game for trash strategy. My guild on D was brand new when gvg began, against people who had been playing for a year. We used teamwork and planning *gasp*. We moved through tech, but targeted maps where we could get maximum participation in fighting. We had a solid core of farmers who organized and donated huge amounts of goods. If you went 4 sectors in from shoreline before setting up land, you would always see a ghost coming and be ready to defend against it. Especially now, destroying sieges means something.
Shielding was only ever meant to give guilds enough time to put in defensive armies and retrain their soldiers. It wasnt meant to be a crutch for people who cannot organize their guilds well enough to take on larger targets. Small guilds shouldnt expect to maintain large numbers of sectors, and honestly they dont have to. 7-10 sectors on each map is all any smaller guild should plan on. Its good enough to keep you in the top 20, keep the guild leveling, and be manageable for your treasury. Sorry all these "experienced" players cant figure this stuff out