Season 12 Ideas for the Global Map
Дата: 29.06.2019 23:01:09
1984BigBrother: Tankers: I have received 2 very different ideas for Season 12
of the Global Map. Although both of these ideas are quite
different they have a lot of Similarities, No Alliance Mechanic,
some kind of Division limits, reducing the power of influence and
overall complexity of the map. I do like both ideas and want
to hear your opinion on them but please keep in mind I am only able
to work with the existing mechanics and I have not brought either
idea to the development team yet and I am not sure I will be
able to deliver everything in either of these plans I will explain
below the things I am not sure about in each plan and what the
workaround would be. Also, I will say that I wanted to provide
you the unadulterated pitch I received from the players so I have
literally copy and paste their words from a Google doc to the
forums (the formatting is a little weird and there is some opinions
in the topics). "Quest Heavy Idea": http://forum.worldoftanks.com/index.php?/topic/607332-quest-heavy-cw-idea/ Main
points and things I believe we can deliver: Get the
top/most active clans off the map to attack specific revolt
provinces while letting the smaller not as active clans battle over
provinces and sometimes have to play higher skill clans in defense
(for a higher reward) and better rewarding activity. A much
larger amount of gold will be available via quest (specifically
attacking revolts). The map size will stay about the same
so to compensate the higher gold value Quests province income will
be reduced. Potential issues: Target Provinces - This is
a main point to this plan, I am not 100% sure on how the devs will
be able to implement it but if for whatever reason we can't target
specific provinces with quest we could maybe do something with the
gold value on the map or worst case scenario make the quest count
for all revolts. The breakdown between Quest gold and Province
gold - I know this will make or break this season but this
will be most figured out via a formula that the devs use I don't
have sepific figures to share but ideally the top clans (or maybe
mid-tier that have a good day) will be earning more enough gold
from the quest to not want to be on the map while still being able
to make a modest amount from being on the
map "Province Heavy Idea":http://forum.worldoftanks.com/index.php?/topic/607331-province-heavy-cw-idea/ Main
points and things I believe we can deliver:Provide a much
large global map with drastically more provinces, provide an
area for the top clans to fight over higher gold provinces while
the mid an low tier clans have some areas to fight and get
better. Remove a lot of the new more complex features and try
to make hold land a more and staying on the map the main
goal If we increase the number of provinces to the amount
suggested the amount of gold from Quest will be drastically or
nonexistent Potential issues:"1.0 features" - I can not
bring back chips and I can not bring back the old Europe map, they
are not updated for this version of the client or CW. We do have
some workarounds with Division limits/income limits, and we can
probably make a map that includes of most of the area involved
in the ground conflict in WW2 and we can most likely make the gold
line up with the major conflicts. HQ cooldown - this is the
feature I am most worried about, I am not 100% sure if we can
change the HQ cooldown or remove the "leave map" button, I know
this is a major feature of this idea but I can not promise that it
will be included in S12 after discussion with the players we
decided to push forward with this proposal even if that can not be
delivered. Maps that match the region - I am pretty sure
we can make this happen but I will need to talk with the
devs the basic list I got: France & Low Countries:
Fisherman's Bay, Himmelsdorf, Lakeville, Redshire,
Ruinberg.Germany, Czechia, Austria, Switzerland: Ensk, Himmelsdorf,
Lakeville, Ruinberg, WestfieldItay, Corsica, Sardinia, Sicily:
Abbey, Cliff, Lakeville, Mines, WestfieldNorth Africa: El Halluf,
Sand River, Airfield For both ideas:Division limits -
There is not a hard cap I can put on divisions, what I think will
work is with the "Dynamic Division Cost" mechanic make the first X
cost a very low amount of influence and the make the next one cost
1,000,000 (or whatever unreasonable number) of influence. Plus
there is also the Mechanic that make you only earn gold for X
number of provinces, so it will kind of be division
limits. Influence - Both ideas call for removing influence,
this basically can not be done it is involved in other mechanics
that are used. We can however drastically change its value see
above plan for divisions. I understand that you all would like
more details on what and how these ideas could be implemented but I
will not have more information until I bring the idea to the
development team and I don't want to bring both ideas and have them
decide. I like both of these ideas and want to get your opinion
before I make my decision. Thanks, Big
Season 12 Ideas for the Global Map














