I saw this in the post concerning the re-release of War (this is a little dated now, but the same problems persist)
Before the Battle Begins
1. All that said, there are a few things players should keep in mind about matching and balance going into to our first War after these fixes are in place:
2. While improvements have been made, wait times are dependant on player’s faction skill and position in queue with comparison to other factions.
3. We have placed an additional hard limit on the maximum difference in team strength between factions to prevent severe mismatches.
4. It may take some factions approx 15 to 20 minutes to match, based on these factors.
Some simple changes to War can address the above
- Eliminating the matching delay (since the ‘mismatch’ awards additional attacks to the lower faction, there’s less concern of who you match)
- And make things much more competitive in general (although I expect the larger spenders still win given the better rosters),
- And add a level of strategy currently lacking. War today is a mini-raid tournament with those who spend winning…. every… single….time.
Most would agree War is hopelessly broken with predetermined results, it would be nice if something could shake that up.
These proposals are relatively simple, it would not require many changes to the current infrastructure.
I understand this would
- Require new coding which will have its own set of new bugs
- Make less money for Scopely and thus will never happen
- And that p2w would not like losing their “paid for” advantage, but now they would show us all how to “g i t g u d”
Total score is still the mechanism to rank the leaderboard.
I’ll start with the least controversial changes and work my way up
Wars are now 30 minutes given the more aggressive timings on other items.
Surrender is available 5 minutes after war starts
Once surrender is issued, all in-flight fights are allowed to conclude, no new ones can start. Once last in-flight fight ends, war ends. That is a maximum of 5 minutes. The new surrender rules in the 9/15 update increased the timeout from 10 to 20 minutes. That’s BAD! Surrender should mean Surrender!
If the Leading faction surrenders, its faction score is lowered to half of the Losing team. Losing team then adds Winning Bonus to its score. Individual scores in the Leading faction are unaffected, just the amount credited for the overall ranking of the faction.
If the Losing faction surrenders, same rules on in-flight fights, Leading faction receives Winning bonus. This is unchanged from current behavior.
- Lowering defense to “one man” or some similar setup with obvious feeding intent (some formula involving total dogtag amount deployed vs available based on roster) locks that defense team for the remainder of the event. That will stop the behavior immediately. Yes, I understand some place fake defenses prior to war, now you just need to make sure it’s not too junky. Choose wisely!
The Big Rebalance
For the following two items, Insta-rebuilds and War cans become a faction wide resource (individuals are still responsible for having the coins and cans). The formulas listed are a guess and should be adjusted for proper balance of allowing wars to continue even when factions are “mismatched”. By limiting the higher ranked faction, the lower faction may be able to beat once invulnerable opponents who now cannot endlessly coin.
Depending on the rank of your faction at the start of war, a faction limit is set of how many insta-rebuilds may be done, once those are exhausted, only normal rebuild is done, cap the rebuild time at 7 minutes regardless of times destroyed, but still have the increasing coin cost per allowed rebuild.
Rebuild formula would be (faction_rank_at_start_of_war - 1) * 8. Yes, that means if you are currently rank 1 in war, you cannot rebuild except for the normal timeout. However, top factions would likely have the best defenses, and not need the rebuilds as often. Of course, if the War is 1st vs. 2nd, then 1st has a greater chance of losing given the disadvantage of no quick rebuilds. But that’s the idea!
For the allowed rebuilds, either the generals or some new “supreme commander” (SC) would sanction who rebuilds, you may choose to rebuild your best defenders or attackers depending on the situation - this is your new strategic factor. A player would ask to rebuild and then must be approved, hopefully that would stop a “mole” from consuming all resources. Yes, this adds more responsibility to being general/SC, but typically, all “general” means today is a larger target on your back.
The general/SC could enable an “auto-approve” mode, to automate the above if your faction wanted a first-come, first-serve queuing (this would be no different from how it works today except there’s a total “insta” limit). This could be the default, to handle the AFK situations that may arise for whatever reason.
Similar to rebuilds, the number of cans you can use to reload your attack energy is limited. Once those are exhausted, normal refill is done, lower the energy refill time to 3 minutes per attack point. New strategy comes into effect here, as you may want to target specific individuals in the opposition given the restrictions.
Refill formula would be (faction_rank_at_start_of_war) * 8, allowing 8 attacks per player for 1st place if evenly distributed, with increasing amounts for lowered ranked factions.
Either the generals/SC would sanction who receives the additional attacks, with the same approval scheme as rebuilds. The auto-approve mode can be also be enabled.
By allowing less rebuilds for the higher faction and more attacks for the lower, the higher faction will lose some battles they used to win, but that will mean some other faction gains the higher ranking… but now they are the ones with less resources to use on the next battle. I believe that will tend to balance the results, something which is solely lacking in today’s Wars.