Just a thought - since refining draws the necessary comms automatically from your rift, would it be possible to have the resulting finished commodities go to your rift, instead of into your hands?
But... what if I wanna kill someone who is refining
HA. Me kill someone. That's rich. Disregard my comment.
There hasn't been much chatter here, so I was just curious if the current state is considered the stable state. I'm still having trouble finding empty nodes. Maybe if all lodes are taken, you could spawn something constant - like coal, a training location, or just a nothing mine that might let us get a rare mineral?
There hasn't been much chatter here, so I was just curious if the current state is considered the stable state. I'm still having trouble finding empty nodes. Maybe if all lodes are taken, you could spawn something constant - like coal, a training location, or just a nothing mine that might let us get a rare mineral?
It actually seems like new lodes are spawning at random somewhat semi-frequent intervals. The thing is that everyone and their grandmother are trying to find lodes. So if you're 5 minutes late to the party, everything is gone.
With regard to other spawns, @Sarapis already built (and was ready to implement, apparently), a 'mini-lode' concept. However, he seems to have dropped that in favor of more frequent, smaller lode spawns. I do agree with you, though. I've shown up a few minutes late to random lodes spawning. It makes it very difficult for someone new to jump into the system, because there's rarely any unclaimed lodes available. And if they do get lucky and find something unclaimed, there's still enough scarcity that they'll be targetted, likely fairly quickly, by people who have been in the biz longer.
Yeah, I just get stomped when I throw a mine on a new node. It would be awesome if all of the soldiers just went on strike once a year, and came back with no experience. I'm not sure what the stats are, but I'm finding it hard to get my foot in the door.
Given that people have admitted that the check RANKINGS MINING and will hit any mine with an owner below X score I don't forsee any new blood being able to crawl into the mining game in the near future.
Given that people have admitted that the check RANKINGS MINING and will hit any mine with an owner below X score I don't forsee any new blood being able to crawl into the mining game in the near future.
Seems like a vicious cycle. Which is why I was on board the mini-lode express.
Not for a failed defence. Maybe for a successful one though. One second thought, not that either. Then people would just get friends to attack with 1s until they get level 20.
Can assaults receive some indication of what damage they did other than rooms cleared? Rooms cleared used to be helpful when there was the soldier per room cap, but now that everything is in one room you either clear that room or nothing at all.
Can assaults receive some indication of what damage they did other than rooms cleared? Rooms cleared used to be helpful when there was the soldier per room cap, but now that everything is in one room you either clear that room or nothing at all.
No, the ball is already strongly in the attacker's court, as the attacker determines when and where battle happens.
yeah, I see starting from 0 now is going to be a slooooow and expensive game. Every mine and legion man I've had so far has been killed. :pleased:
Maybe like 25% of the defending legion should escape before they are annihilated.
It won't be that specifically, but we're likely to put in some kind of negative feedback loop to accomplish something like that, or narrow the effectiveness between level 1 and level 20 squads.
yeah, I see starting from 0 now is going to be a slooooow and expensive game. Every mine and legion man I've had so far has been killed. :pleased:
Maybe like 25% of the defending legion should escape before they are annihilated.
It won't be that specifically, but we're likely to put in some kind of negative feedback loop to accomplish something like that, or narrow the effectiveness between level 1 and level 20 squads.
Currently I'm just pulling out my legions before I go to bed and having someone with already lvl'd troops move in and take over. That way I don't get reset to 1 every time I go to bed.
yeah, I see starting from 0 now is going to be a slooooow and expensive game. Every mine and legion man I've had so far has been killed. :pleased:
Maybe like 25% of the defending legion should escape before they are annihilated.
It won't be that specifically, but we're likely to put in some kind of negative feedback loop to accomplish something like that, or narrow the effectiveness between level 1 and level 20 squads.
Honestly a level 1 squad against the right type of 'favored' squad still has something like a 25% chance of killing a unit. The apparent difference between levels, +/- 5 or so, isn't super significant. That +10/20%, though, is huge.
For defender (warning, massive block of numbers):
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Attacker
1
50.00%
33.33%
25.00%
20.00%
16.67%
14.29%
12.50%
11.11%
10.00%
9.09%
8.33%
7.69%
7.14%
6.67%
6.25%
5.88%
5.56%
5.26%
5.00%
4.76%
2
66.67%
50.00%
40.00%
33.33%
28.57%
25.00%
22.22%
20.00%
18.18%
16.67%
15.38%
14.29%
13.33%
12.50%
11.76%
11.11%
10.53%
10.00%
9.52%
9.09%
3
75.00%
60.00%
50.00%
42.86%
37.50%
33.33%
30.00%
27.27%
25.00%
23.08%
21.43%
20.00%
18.75%
17.65%
16.67%
15.79%
15.00%
14.29%
13.64%
13.04%
4
80.00%
66.67%
57.14%
50.00%
44.44%
40.00%
36.36%
33.33%
30.77%
28.57%
26.67%
25.00%
23.53%
22.22%
21.05%
20.00%
19.05%
18.18%
17.39%
16.67%
5
83.33%
71.43%
62.50%
55.56%
50.00%
45.45%
41.67%
38.46%
35.71%
33.33%
31.25%
29.41%
27.78%
26.32%
25.00%
23.81%
22.73%
21.74%
20.83%
20.00%
6
85.71%
75.00%
66.67%
60.00%
54.55%
50.00%
46.15%
42.86%
40.00%
37.50%
35.29%
33.33%
31.58%
30.00%
28.57%
27.27%
26.09%
25.00%
24.00%
23.08%
7
87.50%
77.78%
70.00%
63.64%
58.33%
53.85%
50.00%
46.67%
43.75%
41.18%
38.89%
36.84%
35.00%
33.33%
31.82%
30.43%
29.17%
28.00%
26.92%
25.93%
8
88.89%
80.00%
72.73%
66.67%
61.54%
57.14%
53.33%
50.00%
47.06%
44.44%
42.11%
40.00%
38.10%
36.36%
34.78%
33.33%
32.00%
30.77%
29.63%
28.57%
9
90.00%
81.82%
75.00%
69.23%
64.29%
60.00%
56.25%
52.94%
50.00%
47.37%
45.00%
42.86%
40.91%
39.13%
37.50%
36.00%
34.62%
33.33%
32.14%
31.03%
10
90.91%
83.33%
76.92%
71.43%
66.67%
62.50%
58.82%
55.56%
52.63%
50.00%
47.62%
45.45%
43.48%
41.67%
40.00%
38.46%
37.04%
35.71%
34.48%
33.33%
11
91.67%
84.62%
78.57%
73.33%
68.75%
64.71%
61.11%
57.89%
55.00%
52.38%
50.00%
47.83%
45.83%
44.00%
42.31%
40.74%
39.29%
37.93%
36.67%
35.48%
12
92.31%
85.71%
80.00%
75.00%
70.59%
66.67%
63.16%
60.00%
57.14%
54.55%
52.17%
50.00%
48.00%
46.15%
44.44%
42.86%
41.38%
40.00%
38.71%
37.50%
13
92.86%
86.67%
81.25%
76.47%
72.22%
68.42%
65.00%
61.90%
59.09%
56.52%
54.17%
52.00%
50.00%
48.15%
46.43%
44.83%
43.33%
41.94%
40.63%
39.39%
14
93.33%
87.50%
82.35%
77.78%
73.68%
70.00%
66.67%
63.64%
60.87%
58.33%
56.00%
53.85%
51.85%
50.00%
48.28%
46.67%
45.16%
43.75%
42.42%
41.18%
15
93.75%
88.24%
83.33%
78.95%
75.00%
71.43%
68.18%
65.22%
62.50%
60.00%
57.69%
55.56%
53.57%
51.72%
50.00%
48.39%
46.88%
45.45%
44.12%
42.86%
16
94.12%
88.89%
84.21%
80.00%
76.19%
72.73%
69.57%
66.67%
64.00%
61.54%
59.26%
57.14%
55.17%
53.33%
51.61%
50.00%
48.48%
47.06%
45.71%
44.44%
17
94.44%
89.47%
85.00%
80.95%
77.27%
73.91%
70.83%
68.00%
65.38%
62.96%
60.71%
58.62%
56.67%
54.84%
53.13%
51.52%
50.00%
48.57%
47.22%
45.95%
18
94.74%
90.00%
85.71%
81.82%
78.26%
75.00%
72.00%
69.23%
66.67%
64.29%
62.07%
60.00%
58.06%
56.25%
54.55%
52.94%
51.43%
50.00%
48.65%
47.37%
19
95.00%
90.48%
86.36%
82.61%
79.17%
76.00%
73.08%
70.37%
67.86%
65.52%
63.33%
61.29%
59.38%
57.58%
55.88%
54.29%
52.78%
51.35%
50.00%
48.72%
20
95.24%
90.91%
86.96%
83.33%
80.00%
76.92%
74.07%
71.43%
68.97%
66.67%
64.52%
62.50%
60.61%
58.82%
57.14%
55.56%
54.05%
52.63%
51.28%
50.00%
Defender
And for attacker (similarly massive block of numbers):
yeah, I see starting from 0 now is going to be a slooooow and expensive game. Every mine and legion man I've had so far has been killed. :pleased:
Maybe like 25% of the defending legion should escape before they are annihilated.
It won't be that specifically, but we're likely to put in some kind of negative feedback loop to accomplish something like that, or narrow the effectiveness between level 1 and level 20 squads.
Currently I'm just pulling out my legions before I go to bed and having someone with already lvl'd troops move in and take over. That way I don't get reset to 1 every time I go to bed.
If it's any consolation, being the aggressor is very costly. Even if you win, you'll likely incur losses, which have to be replaced, in addition to normal mining costs. If you lose, you're simply down squads. Having lower level squads is actually an advantage, there, because you have less to lose.
@Sarapis : what about taking down RANKINGS MINING? At the moment it's conveniently sorting people into a list of who can be fucked with and who probably can't be fucked with.
Maybe this is naive, but the basic breakdown it comes out to something like:
Defender: - ~71,000 : current market price for a large mine at commodity market prices - 20,000: expected loss from lost legions
Attacker: + 71,000: Free large mine (sure, this is 'savings', but same deal) + <whatever current storage is>, say 10-20k when sold on average + profit per hour of the commodity you're mining - cost of lost legions (10k?) + training time (free!)
And presumably the defender has to claim storage frequently, because they're very likely to be attacked, while the attacker won't have to claim storage because they are rarely, if ever attacked.
It seems like as long as you can attack (specifically, you have enough higher level legions in reserve to then defend the mine), you should attack.
This leaves the newcomers with the only option of getting into the game being to keep building large mines until the attacker run out of high level legions. Currently, it seems like lode spawn rates are too slow for that. The higher level players take all the large nodes, and by the time they're mined out they have a fresh supply of legions to stomp with.
Also, I'd personally pay the mining costs at a loss to operate an iron, coal, or stone mine and hopefully get enough commodities out of it to build a new mine, because I really don't want to pay anything to the mine barons.
Maybe this is naive, but the basic breakdown it comes out to something like:
Defender: - ~71,000 : current market price for a large mine at commodity market prices - 20,000: expected loss from lost legions
Attacker: + 71,000: Free large mine (sure, this is 'savings', but same deal) + <whatever current storage is>, say 10-20k when sold on average + profit per hour of the commodity you're mining - cost of lost legions (10k?) + training time (free!)
And presumably the defender has to claim storage frequently, because they're very likely to be attacked, while the attacker won't have to claim storage because they are rarely, if ever attacked.
It seems like as long as you can attack (specifically, you have enough higher level legions in reserve to then defend the mine), you should attack.
This leaves the newcomers with the only option of getting into the game being to keep building large mines until the attacker run out of high level legions. Currently, it seems like lode spawn rates are too slow for that. The higher level players take all the large nodes, and by the time they're mined out they have a fresh supply of legions to stomp with.
Also, I'd personally pay the mining costs at a loss to operate an iron, coal, or stone mine and hopefully get enough commodities out of it to build a new mine, because I really don't want to pay anything to the mine barons.
First, an attacker needs to have a mine of their own before they can attack to get a 'free' mine of any size. This means they are exposed to attack. Second, you are ignoring any profit the defender might make for their storage and profit per hour. Third, being the aggressor is costly for your legions. True, you can use the conquered mine to help level up squads, but often times you will need to start fresh with level 1 squads. Fourth, I think you're drastically underestimating the potential cost of lost legions. (training time is also not necessarily free, as the mine can be attacked by someone else fairly easily)
Every time you attack, you risk losing higher level squads/units. It's entirely possible to lose all your high level squads in an attack. Now, if you are going it alone, without the support of an organization (house, city, etc), then when your mine is attacked and taken that's likely the end of it (unless you have extra squads sitting on the sidelines, which could easily happen if you are waiting for new lodes to spawn). Otherwise, you could coordinate with those orgs to counter attack. Anyone who attacked you is going to have weaker forces, and thus be easier to attack.
The other thing to realize is that the level difference between say 1 and 5 isn't that great. This is mostly due to the +10/20% bonus your squads could get. Most people seem to have a mix of soldiers, meaning that even if you have lower level guys, if you're defending, you have a strong shot of holding off an attack (or dealing significant damage to the attacker). People who consistently attack are going to consistently have lower level squads anyway.
First, an attacker needs to have a mine of their own before they can attack to get a 'free' mine of any size. This means they are exposed to attack.
- This isn't really relevant. We're talking about new people getting started. Yes other people have mines (and can attack each other). No, the people getting started can't attack them. New people cannot themselves level the playing field.
Second, you are ignoring any profit the defender might make for their storage and profit per hour.
- This was what I was referring to with the claiming storage bit. People not highly ranked will get attacked within the first few (or one!) hour(s) (or maybe it's just me?), so you have to claim storage aggressively. Nothing spawns at rate of 4k gold/hour, ergo, I don't include that as part of the defenders income (/costs).
Third, being the aggressor is costly for your legions. True, you can use the conquered mine to help level up squads, but often times you will need to start fresh with level 1 squads.
- I understand that you will lose some legions (maybe all - though no attack I've defended has been successful), even against level 1 defenders. But more established players generally get to choose when to spend their legions. Obviously, if you throw all of your legions at attacking a mine you're in trouble, but you can always (and should!) choose to hold some higher level soldiers in reserve. The new guys don't - they get attacked every time they build a mine!
Fourth, I think you're drastically underestimating the potential cost of lost legions. (training time is also not necessarily free, as the mine can be attacked by someone else fairly easily)
- This is the same as point three. If you keep 200 trained legions in reserve, you should be able to rebuff most attacks and train the news guys. Sure, it might be slow, but it's faster then the people that keep losing all their legions.
This is mostly due to the +10/20% bonus your squads could get. Most people seem to have a mix of soldiers
- Just probabilistically, these should generally wash out if you're using a mix of soldiers. You will get lucky with some squads and unlucky with others. On average the average will be what's happening - that's the definition.
Are the top players having their legions wiped out every couple hours from attackers, and I just don't realize it? If everyone is constantly at level 1, my arguments don't make much sense, but it doesn't seem that way from my experience.
This "I'm going to hold the lode respawn in until it begins to trickle out like someone too stubborn to use a public restroom" deal is going to get really old, really fast.
A thought that's crossed my mind is whether gold cost is an effective balancing factor for the folks that the system should be worried about. Obviously the system is designed so that you won't make a profit if you mismanage your resources or lose too many troops taking a mine, but I doubt that mining is anyone's primary source of income. Bashing is and will always be the primary gold-generating activity, and so I have to wonder how many of our already-wealthy demographic participate in mining just because they enjoy the mini-game and aren't terribly worried about losses and profits.
To pull an example out of a hat, do we really think that Proficy is carefully managing troop costs, carefully selecting lodes, and carefully choosing targets to make sure his bottom line is positive? Or does he just enjoy Pokemon battles and has plenty of money to spare from his UW/Annwyn bashing trips? If the latter, the "profits" of mining are really just a "bonus", compounded by the lure of exotic minerals that help with his other primary interest: fighting. To a player like that, the costs that are supposed to be a balancing or gating mechanism for mining aren't really a factor, he could sustain serious monetary losses for long periods of time and not really care, because profits aren't why he participates. (Thought they don't hurt.)
Now, to a degree, this is just capitalism in action and not really "broken", but that does run the risk of falling victim to the same problems that actual capitalism has run into, where small cabals of magnates are simply too rich to be unseated, and develop a de facto monopoly on the market until they get bored or go dormant. On one hand I feel the system was intentionally designed that way, to be cutthroat and give rise to a few powerful mining magnates rather than something anyone and everyone gets to participate in, but at the same time, it does seem unreasonably difficult to break into the game, given that some players already have the head-start and will just have no regard for the costs they have to pay to remain on top.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Gold is never going to be a balancing factor for dragons who can bash up enough gold in an hour to easily fund a large mine.
It's clear that Mhaldor is working very well together, which allows them to hold a large percentage of lodes at all times, but they do so by specifically targetting newcomers in mining. Perhaps it would help if it only showed the top 20/50 in rankings mining?
One of the 'balancing' factors stuck in was a 'cap' of two mines per player. Getting a friend to build a mine then taking it over has supplied a way to circumvent the two mine limit imposed.
Are the top players having their legions wiped out every couple hours from attackers, and I just don't realize it? If everyone is constantly at level 1, my arguments don't make much sense, but it doesn't seem that way from my experience.
I won't go through every point, because I don't have time at the moment (and because all the other points are made more relevant by this particular one). People like Proficy (top ranked miner at the moment) do regularly lose their legions. Not necessarily from attackers, but from attacking as well. I'm fairly confident that Proficy, as well as myself (ranked 2nd last I checked) have both had to start from scratch with soldier squad levels. The same goes for anyone who regularly attacks.
The issue is that people are likely afraid to attack the mine of a top ranked player. So that player is given a free pass to level up legions, which are then used in attacks (sometimes suicide attacks). And then the cycle repeats.
Now that I think of it, I do want to address your second to last point:
This is mostly due to the +10/20% bonus your squads could get. Most people seem to have a mix of soldiers
- Just probabilistically, these should generally wash out if you're using a mix of soldiers. You will get lucky with some squads and unlucky with others. On average the average will be what's happening - that's the definition.
The reason this doesn't wash out is because the defender attacks first. Let's say you're very outmatched, level 5 attackers versus your level 1 defenders. Your guys have a 16.67% chance of killing a unit, while theirs have a 66.67% chance. If both groups have a mix of soldiers, then your defenders will always have a 26.67-36.67% chance of killing a unit. Your units attack first. Even though you have less of a chance to take out an attacker's units, your first strike means they'll have less units overall, and thus less of a chance to wipe you out. And even if you do end up losing overall, they'll take a fair amount of damage in the attack.
I've done some limited attacking, and a bit of defending as well. I can honestly say that defenders are fairly strong.
The last time anyone did attack one of my mines, they must've used pretty high leveled squads, because mine were level 5 and 6s in a large mine. It was a tad painful to have lost them all since they were high-leveled (I still had others on another mine, but still). I wish I knew how much it cost the other party.
"Mummy, I'm hungry, but there's no one to eat! :C"
Not going to lie, while 'rankings mining' is handy, limiting it isn't going to stop established miners from seeing Newminer McLevelone's first brand new mine and going, "Hmm. I want that massive gold lode." Maybe making a morale system that is dependant on how successful your guards attack/defend, that slowly goes up as you guard over time? If your guards' morale is at 50%, then your guards' effectiveness is at 50%?
Comments
HA. Me kill someone. That's rich. Disregard my comment.
With regard to other spawns, @Sarapis already built (and was ready to implement, apparently), a 'mini-lode' concept. However, he seems to have dropped that in favor of more frequent, smaller lode spawns. I do agree with you, though. I've shown up a few minutes late to random lodes spawning. It makes it very difficult for someone new to jump into the system, because there's rarely any unclaimed lodes available. And if they do get lucky and find something unclaimed, there's still enough scarcity that they'll be targetted, likely fairly quickly, by people who have been in the biz longer.
Maybe like 25% of the defending legion should escape before they are annihilated.
One second thought, not that either. Then people would just get friends to attack with 1s until they get level 20.
It won't be that specifically, but we're likely to put in some kind of negative feedback loop to accomplish something like that, or narrow the effectiveness between level 1 and level 20 squads.
For defender (warning, massive block of numbers):
And for attacker (similarly massive block of numbers):
Defender:
- ~71,000 : current market price for a large mine at commodity market prices
- 20,000: expected loss from lost legions
Attacker:
+ 71,000: Free large mine (sure, this is 'savings', but same deal)
+ <whatever current storage is>, say 10-20k when sold on average
+ profit per hour of the commodity you're mining
- cost of lost legions (10k?) + training time (free!)
And presumably the defender has to claim storage frequently, because they're very likely to be attacked, while the attacker won't have to claim storage because they are rarely, if ever attacked.
It seems like as long as you can attack (specifically, you have enough higher level legions in reserve to then defend the mine), you should attack.
This leaves the newcomers with the only option of getting into the game being to keep building large mines until the attacker run out of high level legions. Currently, it seems like lode spawn rates are too slow for that. The higher level players take all the large nodes, and by the time they're mined out they have a fresh supply of legions to stomp with.
Also, I'd personally pay the mining costs at a loss to operate an iron, coal, or stone mine and hopefully get enough commodities out of it to build a new mine, because I really don't want to pay anything to the mine barons.
Second, you are ignoring any profit the defender might make for their storage and profit per hour.
Third, being the aggressor is costly for your legions. True, you can use the conquered mine to help level up squads, but often times you will need to start fresh with level 1 squads.
Fourth, I think you're drastically underestimating the potential cost of lost legions. (training time is also not necessarily free, as the mine can be attacked by someone else fairly easily)
Every time you attack, you risk losing higher level squads/units. It's entirely possible to lose all your high level squads in an attack. Now, if you are going it alone, without the support of an organization (house, city, etc), then when your mine is attacked and taken that's likely the end of it (unless you have extra squads sitting on the sidelines, which could easily happen if you are waiting for new lodes to spawn). Otherwise, you could coordinate with those orgs to counter attack. Anyone who attacked you is going to have weaker forces, and thus be easier to attack.
The other thing to realize is that the level difference between say 1 and 5 isn't that great. This is mostly due to the +10/20% bonus your squads could get. Most people seem to have a mix of soldiers, meaning that even if you have lower level guys, if you're defending, you have a strong shot of holding off an attack (or dealing significant damage to the attacker). People who consistently attack are going to consistently have lower level squads anyway.
- This isn't really relevant. We're talking about new people getting started. Yes other people have mines (and can attack each other). No, the people getting started can't attack them. New people cannot themselves level the playing field.
- This was what I was referring to with the claiming storage bit. People not highly ranked will get attacked within the first few (or one!) hour(s) (or maybe it's just me?), so you have to claim storage aggressively. Nothing spawns at rate of 4k gold/hour, ergo, I don't include that as part of the defenders income (/costs).
- I understand that you will lose some legions (maybe all - though no attack I've defended has been successful), even against level 1 defenders. But more established players generally get to choose when to spend their legions. Obviously, if you throw all of your legions at attacking a mine you're in trouble, but you can always (and should!) choose to hold some higher level soldiers in reserve. The new guys don't - they get attacked every time they build a mine!
- This is the same as point three. If you keep 200 trained legions in reserve, you should be able to rebuff most attacks and train the news guys. Sure, it might be slow, but it's faster then the people that keep losing all their legions.
- Just probabilistically, these should generally wash out if you're using a mix of soldiers. You will get lucky with some squads and unlucky with others. On average the average will be what's happening - that's the definition.
Are the top players having their legions wiped out every couple hours from attackers, and I just don't realize it? If everyone is constantly at level 1, my arguments don't make much sense, but it doesn't seem that way from my experience.
To pull an example out of a hat, do we really think that Proficy is carefully managing troop costs, carefully selecting lodes, and carefully choosing targets to make sure his bottom line is positive? Or does he just enjoy Pokemon battles and has plenty of money to spare from his UW/Annwyn bashing trips? If the latter, the "profits" of mining are really just a "bonus", compounded by the lure of exotic minerals that help with his other primary interest: fighting. To a player like that, the costs that are supposed to be a balancing or gating mechanism for mining aren't really a factor, he could sustain serious monetary losses for long periods of time and not really care, because profits aren't why he participates. (Thought they don't hurt.)
Now, to a degree, this is just capitalism in action and not really "broken", but that does run the risk of falling victim to the same problems that actual capitalism has run into, where small cabals of magnates are simply too rich to be unseated, and develop a de facto monopoly on the market until they get bored or go dormant. On one hand I feel the system was intentionally designed that way, to be cutthroat and give rise to a few powerful mining magnates rather than something anyone and everyone gets to participate in, but at the same time, it does seem unreasonably difficult to break into the game, given that some players already have the head-start and will just have no regard for the costs they have to pay to remain on top.
It's clear that Mhaldor is working very well together, which allows them to hold a large percentage of lodes at all times, but they do so by specifically targetting newcomers in mining. Perhaps it would help if it only showed the top 20/50 in rankings mining?
Intentional or not?
The issue is that people are likely afraid to attack the mine of a top ranked player. So that player is given a free pass to level up legions, which are then used in attacks (sometimes suicide attacks). And then the cycle repeats.
Now that I think of it, I do want to address your second to last point: The reason this doesn't wash out is because the defender attacks first. Let's say you're very outmatched, level 5 attackers versus your level 1 defenders. Your guys have a 16.67% chance of killing a unit, while theirs have a 66.67% chance. If both groups have a mix of soldiers, then your defenders will always have a 26.67-36.67% chance of killing a unit. Your units attack first. Even though you have less of a chance to take out an attacker's units, your first strike means they'll have less units overall, and thus less of a chance to wipe you out. And even if you do end up losing overall, they'll take a fair amount of damage in the attack.
I've done some limited attacking, and a bit of defending as well. I can honestly say that defenders are fairly strong.