As the single player suggests, destruction represents the losses one can take before breaking off the engagement, basically, "affordable losses". I say the SP suggests this because a high morale army can suffer more losses than a low morale one and still win.
Now, what are people's gripes about Destruction?
- - taking ground brings more income, but more ground to defend, nullifying the income advantage overall.
- There is not incentive to attack, since attacking causes losses.
Taking both of those into consideration, I came up with this concept:
- Controlling more ground reduces the enemy score, depending on the difference in owned areas values. Example: I own 4 areas, worth 2-3-4-5 (14) points. The enemy owns 3 areas worth 2-3-4 (9) points. We have a 5-points difference: He will lose 5 points every few seconds.
What does this change?
- - The player that owns more ground can afford more losses: Since the enemy gets further from his goal, you can afford to take more ground with more losses than the enemy since, over time, that ground will compensate for the losses.
- The player that "camps" and waits for the timer will lose if he doesn't make counter attacks to inflict losses to the player that owns more ground
Basically, it causes a back and forth: The player that has less ground HAS to counter attack to inflict more losses, while the player that owns more ground can keep on attacking.
The game would not be resolved simply with the initial clash and territory grab.
Why not add the difference, instead of taking it out?
Because that would take away one of the things this idea tries to promote: Dynamism from both sides. If you just gain points by sitting still, the game would be even more about securing ground early and then wait. The player that loses the initial ground grab would be doomed with less income and no way to break through; By the time he's ready to make an other attack, the one that has more ground would be way ahead in score.
Having more ground than the enemy reduces enemy score, causing a more dynamic gameplay.