Home  | Login  | Register  | Help  | Play 

Effective War System, All Aspects, Not Overcomplicated!

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions >> Effective War System, All Aspects, Not Overcomplicated!
Forum Login
Message << Older Topic   Newer Topic >>
5/1/2016 15:16:33   
Xendran
Member

So currently the war is basically determined by whichever side has more players but needs to be adjusted with an algorithm and other dev-side magic.
We can change this so it doesn't have to be this way, and have the war system make much more sense as a whole.

Each section will have a brief introduction, then a couple of points to explain how it works. Occasionally there will be notes highlighting details I believe to be important.


--Influence--

First, personal Influence should be used to purchase rewards and faction equipment. This pool of influence can reset at the start of each new War.
This is what you should get for doing random PvP against opposite faction members, as well as bonus Influence for participating in skirmishes. Your reward for participating more in the faction is the ability to try out more of the equipment without eating into your credit reserve.
Seems reasonable and enjoyable.
I haven't participated in a war in a while so I'm not 100% certain how rewards are handled, but the idea of a shop that expands the further ahead you are in the war over the other side and again once you win or lose would work well. If that's how it is currently handled, that's good.

In addition:
- There will be a black market arms dealer NPC who is playing both sides. I'm not 100% caught up on what NPCs are in this game currently so perhaps an existing NPC could fit this role.
- This NPC can sell *both* of the factions rewards but at the cost of a large amount of credits along side the influence cost.
- Having equipment of the opposition equipped during a war will greatly reduce all influence you gain. Remember that influence in this suggestion is only used for the Legion and Exile shops, so this is not a hindrance to the actual war effort. You are simply less respected and therefore less rewarded by your commanders for donning the opposition's gear.

This allows players who really prefer the other side's equipment to spend extra to obtain it, and does it in a way that makes sense within the game's established world.

--Bombs, Equipment and the Core--
Bombs, equipment and the core will not have a direct impact on the progress of the war, but will be the most important part
Bombs will be used to destroy opposing equipment and primarily the core. Bombs can provide a large burst to aid the ground battles over equipment, and will be the only way to damage the core. We can make this system work in a way that promotes fighting in both controlled and uncontrolled areas depending on the situation.
This system also discourages you from simply protecting one area, or letting the enemy take all areas and just using one friendly area to battle for a benefit.

- Bombs are randomly rewarded from battles
- Winning a Skirmish allows all Skirmish participants of the winning side to claim a free Bomb

-Owning-
- Owning functioning equipment in an area causes the opposition to gain less influence while fighting there.
- Owning multiple areas with functioning equipment increases the amount of influence your side receives for all activities.
- Maintenance robots repair equipment
- Being defeated in an area with functioning equipment allows the victor some time to inflict damages.
Note: You only receive bonus influence for fighting in your own areas when you control more than one.

-Destroying-
- Destroying a piece of enemy equipment causes you to gain more influence while fighting there, as long as the equipment remains damaged beyond operation. This bonus stacks with the bonus from owning multiple pieces of functioning equipment.
- Destroying multiple pieces of enemy equipment increases the amount of bonus influence granted in these areas.
- Being defeated in an area with destroyed enemy equipment allows the victor some time to make minor repairs.
- After enough health has been restored to the equipment it becomes operational again. Perhaps 30% is a good threshold, this would need testing.

Now, a very important addition to this which really creates the impact of players moving areas is this:
- If you do not enter a PvP battle after a short period in an area with enemy equipment, you will instead battle the maintenance robots that is not difficult. This gives you a chance to deal damage to the equipment extra quickly if the enemy has left an area underpopulate.

The reason for this is to properly have population affect the war dynamic. If your side is on a winning streak destroying enemy equipment, your side may get greedy and decide to play too offensively leaving some of your equipment vulnerable. (Remember that while you get bonus influence for fighting in friendly areas if you control multiple, you still get *more* influence if you are also fighting the enemy can get wind of this and decide to roll in to your unprotected territory. If you do not have adequate protection, they will rip through the automated robot defences and break your equipment much faster than normal.
This has the potential to really make the war feel more dynamic.

-The Core-
The core is your central power source, and is used to power the equipment necessary to research and develop new gear and rewards.

- Bombs are the only way to damage the core
- Maintenance robots are the only way to repair the core
- The core may be upgraded with Influence. This provides an additional way to invest influence without being a useless influence sink.
- Upgrading the core expands the War Shop and increases the health of the core

--Skirmishes (Or whatever other name sounds good)--
In order to both remove the bulk of the manual work required to maintain the current war system as well as introduce a system that is more fair.
Instead of random PvP and influence counting towards actually progressing the war further, we have semi-organized battles.
These are winner-take-all battles where the victorious side gains a hefty chunk of the war meter.

- Skirmishes take place every hour
- For the first 10 minutes of every hour, players may register for a skirmish
- At the end of the 10 minutes, as many players as possible are divided into 1v1 and 2v2 battles
- Any players that were unable to be matched are set as High Priority for the next skirmish
- Each time one of these 1v1 or 2v2 battles ends, the victor(s) enter(s) the matchmaking pool again to be matched against one of the enemy victors
- This repeats until the last man/team standing
- The side the last man/team standing belongs to gains a large bonus in the war
- The last man standing could perhaps have leaderboards
- This is the primary method of progressing the war effort

With this system, it does not matter how many players overall there are. It simply goes through an automated tournament that requires both sides, hence always occuring an equal number of times.
This means it all comes down to which side wins more tournaments, and that comes down to which side has the better players, not more players or assistance from any compensation algorithms.

These combined with good reward tiers could provide for a much more engaging war.
Let me know what you guys think!

TL;DR:
Defending and capturing multiple areas allows more influence gain.
Influence is used instead of credits to buy rewards and gear, as well as upgrade the core.
Bombs allow faster collection of influence, leading to higher rewards faster but do not impact the war itself.
The war is now determined by skirmishes every hour, which are miniature automated tournaments. This requires both sides to participate, so ensures the same number of tournaments are participated in by each side.
This means that whichever side wins more tournaments will win the war, and that means the side with the better players will win instead of the side with more players.
This also means there does not have to be any compensation algorithm in place to account for imbalanced player numbers.

If you have any questions after reading the TL;DR, check if it's answered in the main post. If not, feel free to ask!

< Message edited by Xendran -- 5/1/2016 15:19:48 >
AQ DF Epic  Post #: 1
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions >> Effective War System, All Aspects, Not Overcomplicated!
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition