Quest Heavy CW Idea
Дата: 29.06.2019 21:57:26
1984BigBrother: Tankers: This is the Quest Heavy idea for Clan Wars, Please
leave your comments below and vote in the poll here: http://forum.worldoftanks.com/index.php?/topic/607341-season-12-ideas-for-the-global-map/#entry12173751 Season
12 Proposal The following are our goals: An intuitive system
to schedule battles Make diplomacy and rigging very difficult
Maximize income based on activity and skill Present opportunities
for clans who prefer to fight less often Let competitive clans show
off their achievements Simplify the game for new officers, and
present challenges for experienced ones.
https://imgur.com/CPVQa3h Key
points/features: Gold from clan tasks on revolts alone should
provide the highest gold income, so that strong clans are
incentivized to play off the map and mid-tier clans (or top clans
who don’t want a lot of battles) can hold a modest amount of
land for gold 4-7 roaming “firefly-like” target provinces that move
daily, one in each time zone but perhaps two in the middle
timezones. A clan task completable ONCE PER DAY adds value for
owning a target province at the end of the day. Winning all the way
through one of these tournaments should be worth roughly enough for
a full day’s income for a top three clan. Any extra target
tournaments won will be the same as the normal revolt task rewards,
so winners still earn some more but losers still get reliable
income if they make a good showing. Top and second tier clans
compete on riots as attackers for more effort and reward,
essentially bombing landowning clans on these targets and any
revolts. Defending clans earn roughly half the daily income in gold
and bonds to a clan active in three timezones off the map.
Defending landowners need to defend against top clans, or expand
into neighbors to not be split from their headquarters. Since
landowner clans that own more provinces and higher value provinces
have more revolts, they have to work harder to defend those amounts
from strong attackers seeking tasks. The clan tasks on revolts
should reward EVERY battle (win or lose) by having rewards for
damage and kills that are repeatable indefinitely, but the amount
is still limited to the number of battles the clan can play per
day. Playing for three time zones and winning all the way through
should give roughly double what owning 8-10 provinces on land would
give. These should be the main source of income for Top and second
tier clans who want lots of challenging fights. Many landings so
clans always have a way to get on land without encountering the
most competitive clans. Clan tasks for landings are worth nothing
or close to nothing (so competitive attacking clans don’t bother
with them, and only clans who want to defend land will go for them)
Landowners can earn gold at a similar rate per battle from tasks,
but they will fight fewer battles because they only fight the
defenses and occasionally regular battles Regular battles between
landowners can have a small reward, but it should not be
significant to avoid rigging Because income is mostly from
completing tasks, income is proportional to activity and skill
Riots and roaming target provinces mean there is much more map
diversity, instead of fighting the same landing every night Clans
who want to take a break can still hold land and make a modest
amount with fewer battles, and they have a good chance of getting a
firefly defense randomly. They will have to fend off strong
opponents occasionally but are rewarded if they win. If the
attacker does win, they'll likely leave on their own for the next
day's battles on revolts/targets. Key is balancing the mission
reward values such that the missions are worth enough to make the
most competitive clans go for the targets off map primarily
Province limits of 8-10, or income limits at minimum, to
disincentivize any clans from trying to monopolize too many
provinces Disable ransacks, so landowners fight strong opponents
occasionally but are not penalized as greatly for losing Same map
size and timezones No alliances No influence No tank locking Have a
ranking on the global map showing the weekly gold (or equivalent
bonds) earnings (a reset each week is more motivating than seeing a
gap over the whole season). This would be like other leaderboards
that have shown on the map.
Quest Heavy CW Idea














