I feel like the issue here is, in order to permit a legitimate "merge" (or whatever people label it), a rule has been created that means illegitimate "pushing" is now entirely unenforceable. I don't see a way to allow the "legitimate merging" without giving people plenty of room to argue that their "pushing" is in fact allowed.
What is pushing? What is it to you?
How would you define pushing?
Key pushing: Pushing is when an account joins a world with the main intention being to later donate their villages to a friend.
- No I don't believe that bashing for a friend constitutes pushing. If the definition stretches to incorporate this, suddenly a lot of very valid teamwork will be disallowed (pre-nuking for a def player, or smaller player, or pre-nuking for a tribemate in an op when you are low on nobles).
- No I also don't believe that PP farming and then gifting is pushing. That's a fair deal: someone gets protection and then gifts later in return.
- If, however, a player bashes for a friend and then later gifts their village(s) to this friend, then this is pushing. The key is in the village gifting I feel, otherwise the rule becomes too unenforceable.
It's clearly impossible to define a hard and fast set of rules that covers everything. But I'll try my best
How should pushers be punished? What is the punishment?
The punishment for pushing clearly needs to be severe if it is to dissuade people from "risking it". You need to make the expected downside exceed the expected upside, which incorporates the probability of getting caught. E.g. if 10% likelihood I get caught, then the punishment needs to be >10 times more severe than the 'upside'. Perhaps this can encompass some painful loss of flags, or even losing access to the account entirely.
E.g. 1st time caught: Perma-ban the accounts involved from the current world and wipe 60% of their flags.
2nd time caught: Account deleted from the game, all flags gone.
How would a definition of pushing work if we keep allowing village gifting?
I mean case by case basis, but this will lead into the merge rule.
Not pushing: I clear a village but fail on loyalty, a nearby tribemember has a noble and sends it to make the conquer before more def can arrive. I then cap it off him later.
Also not pushing: I am a frontline who is struggling for activity. I give a chunk of my frontline villages to other players in the tribe to alleviate the pressure off me.
Also not pushing 2: A tribemate gifts a backline player handful of villages to give him a front / WT placement.
How would this work compared to a merging rule?
This is where the issue lies.
"aha I just HATE mid-game, it's super time-consuming amirite??? Going to merge with my best mate to share the workload aha x".
First idea: During a merge only x% of village can be nobled by a single tribemate. A ticket must be put in to warn the mods.
What is x? Maybe 15%? Number isn't that important, just low enough that it really nullifies the benefit of the classic push strategy. And also small enough to avoid 2 or 3 players with a push account swapping each other for villages to get around a 50% or 33% rule.
You might need an equation to base this off no. of tribe mates.
Second idea: In case the above receives push-back for whatever reason. Here is my second ingenious idea xd
Merging is effectively banned. When an account wants to "merge" he puts in a ticket and he instantly barbs. Def troops are placed in all of these villages, this might be based upon stage of the world and village points. E.g. late game, a 10k village could have somewhere between 15k/15k to 20k/20k def. In start-up a 10k village might have only 5k/5k to 10k/10k.
In my opinion, the number of legitimate "omg my rl has just been turned upside down and so I need to step back from the game and want to gift every village to my close friend who i will co-play with" are extremely minimal. Legitimate mergers are based off making 2 semi-active accounts into an active account, the size isn't really the real reason for it. And if it is, well that's straying towards pushing. A rule to cap the proportion of villages that can be taken is therefore not going to really affect the legitimate cases. This rule doesn't make pushing impossible, but it minimises the benefit from it significantly. To get the same boost now, a player would need multiple pushing accounts which HOPEFULLY increases their chance of getting caught.
- If people try to side-step the rule by never being tribemates and then gifting/whatver, "OMG I SEND 24 hour SCAVS!! LUCKY TIMING BRO". Then it becomes more subjective, but there should be clues: past world and current world interactions should be noted: did they message in game much, or play together on previous worlds. Did a player who was crazy active for weeks suddenly go AFK for 2 days as nobles came in. Did a clearly skilled player put up zero resistance to an attack, get nobled by a single account, who then magically has a new IP logging 24 hours later.
Yeah probably a few holes in this splurge but there we go. Ain't easy or there wouldn't be a discussion.
Less important pushing
Not sure how often this happens, but joining a world to send a friend res in the first few days or letting him farm you. These should be quite clear to spot.
If there is a reasonable ODD spike, then fair play. AT LEAST OTHER PLAYERS HAVE A CHANCE TO FIND THE FARM.
- if there is 0 ODD spike (keeps farming and OMG THE DEF IS SCAVVING), or he keeps farming and "WHOOPS I CLICKED A 10% RES PACK AGAIN", or someone else starts farming the guy and suddenly "MILITIA + DEF FLAG ACTIVE". Like just use some common sense here. But again, not sure how much this happens. and it's a different rule / enforcement from the nobling stuff anyway.