Faction Wars. (Full Version)

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nowras -> Faction Wars. (3/18/2016 5:29:02)

Just in case developers want to implement something cool for the game that's possible to be implemented, here's this suggestion, but before I write you might ask yourself that I have suggested this before. In fact, I did, but this one is different.

What's a faction war?
A war between two factions and the goal is to destroy the other faction's headquarter.

How does it work?
Simply, just like the current war system. You play some battles, you get bombs, you fire them to an objective of another faction using your own faction's objectives, you get influence and you deal damage.

Objectives:

-Headquarter: Health: 50,000. It also deals standard damage which's 30-35.
-Health Objective: Health: 5,000. It deals increasing damage just like the current health Objective as it's health goes down.
-Finisher Objective: Health 5,000. Same as the current one.
-Faction's War Vendbot: Health: 5,000. The only place you could buy a Faction War Commander core and super bombs and can only be accessed by level 40 players. Normal War Commander cores and super bombs won't work. If destroyed you can't use it.



When does the war end?
It ends when one faction destroys the other faction's headquarter.


War Prize?
The prize is given to both factions even if they lose or win.
500 influence - 1,000 credits and 1 token.
1000 influence - 3,000 credits and 3 tokens.
2500 influence - 7,500 credits and 7 tokens.
5000 influence - 15,000 credits and 15 tokens.

Faction War Win Prize:
10,000 credits and 2,500 influence given to all players who participated in the war and gained at least 2,500 influence.

Faction War matching system:
-Would match the factions that have close influence to each other.
-Doesn't match the same two factions after a war finishes between them until after the next war.
-The leader and officers could start the search.
-The matching system would take up to 1 hour searching for a faction.

Facts about this system and other rules:
-This is more fun and strategic. You can choose to attack the Health objective 1st, but if the other faction attacked your HQ and destroyed it, even though you did more influence than them, you will lose, so it would require a good leader to lead the faction.
-The war prizes are higher, even though the influence required for the prize is the same as the current regional wars because the war ends faster and getting influence would be harder.
-Faction wars can only happen when a regional war is inactive.







priyal -> RE: Faction Wars. (3/18/2016 6:06:52)

i totally agree to darkness lord as this will make the game more interesting!!!so develepors need to think on it




Vikas2204 -> RE: Faction Wars. (3/18/2016 6:46:55)

This is a good Idea but will take a lot of time to implement and is not possible to play on a web browser !! they will have to make epic duel a downloadable game ! just like ( Clash of Clans )




nowras -> RE: Faction Wars. (3/18/2016 7:05:39)

Nope, It's not hard at all. The current war system is similar, they will just copy the code, edit it a little bit and that's it!




Vikas2204 -> RE: Faction Wars. (3/18/2016 7:19:24)

the case ur saying is for only 1 war at a time !! there will be hundreds of faction wars at a time , thousands of war prize to be distributed every day which will be quite complicated




nowras -> RE: Faction Wars. (3/18/2016 10:08:25)

Nope, that's not complicated. I take lessons in Java and in fact, if you just find a way to make the code work the way you want, it will be easy to code anything similar. They can use just one code to make hundreds of wars occur at one time. Which's
int x;
x = number of wars occurring at one time;
for(int i =0; i<=x; i++)
{ //the code of the war goes here 
} 




Cyber Dream -> RE: Faction Wars. (3/18/2016 10:56:34)

Just a similar ideas I suggested in the past to go along with this, I suggested more ideas similar to this in the past but I think they were deleted when they cleaned the forums up :( http://forums2.battleon.com/f/tm.asp?m=21416719




nowras -> RE: Faction Wars. (3/18/2016 11:02:12)

I saw your suggestions before. I also suggested faction wars before and I don't know if it got deleted or no.




The berserker killer -> RE: Faction Wars. (3/18/2016 11:04:17)

I agree with this but it shouldn't take place over the current war. It should be something we should be able to engage in 24/7.

I swear we think exactly the same though.

My suggestion, to add on to yours, is to make it a little more engaging by allowing the faction leader to purchase turrets and place them (like home items) based on their factions level.

The way I imagined it working is for there to be a series of screens in order to initiate war.

Screen 1) Click on the turret
Screen 2) Select a faction from the list of top 5 1v1, 2v2, or Jugg Daily factions (this way the faction is active and can retaliate).
Screen 3) "You have started a war with ________"




SouL Prisoner -> RE: Faction Wars. (3/18/2016 11:09:00)

Ya faction wars would be fun indeed with leader boards and all..




nowras -> RE: Faction Wars. (3/18/2016 11:29:17)

quote:

I agree with this but it shouldn't take place over the current war. It should be something we should be able to engage in 24/7.


@Ghost God yup, that's what I actually said in the post.

quote:

-Faction wars can only happen when a regional war is inactive.

The faction wars will be available when a regional war is on cool down, so it doesn't affect the current war system.

quote:

My suggestion, to add on to yours, is to make it a little more engaging by allowing the faction leader to purchase turrets and place them (like home items) based on their factions level.


Great idea!

quote:

I swear we think exactly the same though.


Anyone who would like to make the future of this game better would think the same as us.




The berserker killer -> RE: Faction Wars. (3/18/2016 11:36:39)

Looks great! hopefully it gets implemented and youre right, it should be when regional war is in cooldown. I read that wrong!




Cyber Dream -> RE: Faction Wars. (3/18/2016 16:02:56)

Maybe if we constantly suggest and talk about this then it will catch attention[:-]




The berserker killer -> RE: Faction Wars. (3/18/2016 22:58:27)

I feel like that's a good idea. Like I don't know why certain easy suggestions don't get implemented but maybe If we just keep suggesting and talking about how to per-fect this suggestion then it will get implemented.




WhiteTiger -> RE: Faction Wars. (3/19/2016 0:26:46)

quote:

Nope, that's not complicated. I take lessons in Java and in fact, if you just find a way to make the code work the way you want, it will be easy to code anything similar. They can use just one code to make hundreds of wars occur at one time. Which's
int x;
x = number of wars occurring at one time;
for(int i =0; i<=x; i++)
{ //the code of the war goes here 
} 

Implementing something like this isn't really complicated, but I hope you understand it's not as simple as a for loop.

Some things that would have to be taken into account to implement this feature include:
  • Setting up a queue for the matching system on the server side, making sure matches are checked in a manner that doesn't cause too much strain on the server
  • Creating an algorithm for when to match 2 factions that exist in the queue together, how often matches be checked with factions and another algorithm for determining which factions in the queue a faction should be checked for a match against (you probably wouldn't want every faction to be checked against every other faction in the queue since that's O(n^2)). The matching algorithm would also need to be more complex than a simple influence range like the PvP system does with a level range since that would cause the same complaints about unfairness, especially if two factions have members of varying activity and level.
  • If each faction can participate in a war and there are 4 war objectives for each faction, there needs to be 4 instances of an NPC created for each faction stored in the database. If the NPCs were to by dynamically generated whenever a faction initiates a war, then there would probably need to be quite a bit of refactoring as from what I've seen so far, all NPCs have been hardcoded into maps. If the NPCs were to be hardcoded into every faction's war map, then the database would have a lot more entries.
  • How often should the server update the progress of each faction war? We know that the regional wars and the leaderboards don't refresh very often due since it causes server lag, so if there's dozens of faction wars going on at the same time refreshing them every few minutes would probably create a lot more strain on the server.
  • Since faction wars can only happen during war cooldown, you'd either have to delete every faction war when a regional war starts (would upset a lot of people, especially if the war was close to being done) or pause the faction wars. The better solution of the 2 would require implementing a paused state for every war.
  • The PvP drop system would also have to be reworked so that faction war bombs would drop whenever you're in a faction war. I'm sure the devs would want the bombs to be unique for each faction war that occurs, just like how there's different bombs for each regional war. Dynamically creating new items for each faction war is probably way too much work, but having the same items for each war would allow factions to stockpile bombs near the end of a previous faction war so that they can get an advantage in the next one.
  • Since you can't access another faction's headquarters, you won't be able to just go up to a war objective and plant a bomb there to damage it, which is how it's done in the current regional war system. That means the war system would have to be refactored such that you can interact with one of your war objectives and choose which one of your opponent's war objectives to attack.

    There's probably a lot more technical and design considerations that the developers would consider that I haven't mentioned since right now I'm only a mobile developer, not a game developer.




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