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Province Heavy CW idea

Дата: 29.06.2019 21:54:50
1984BigBrother: Tankers: This is the Province 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   The Future of Clan Wars on the World of Tanks NA Server: A Community Plan   Goals: Make Clan Wars an enjoyable experience for all clans regardless of their strength and skill.  Make Clan Wars accessible to newer clans by reducing the complexity of the mechanics and providing a low gold value area of the map for them to compete on.  Allow all clans to prove their worth fighting against each other in battle rather than fighting against the rules of the season.   Solutions:    No Alliance Mechanic Alliance mechanics are a disaster for CW, contrary to what the data from the previous season might show. The Alliance mechanic is extremely complex and only 2-3 individuals on the entire server have mastered it. It encourages server wide NASA style alliances and only produced any conflict because certain clans decided they wanted to try to prove themselves rather than farm gold. The penalty for that decision was extreme, causing tremendous frustration among officers and players who had to invest huge amounts of time into the game for little reward in some cases.  Return to Clan Wars 1.0 Map A return to the Clan Wars 1.0 Europe and North Africa Map (picture circa Jan 2013 for information purposes only) with preferably the same gold distribution. Individual province values will necessarily be lower due to lower server population, but the scale should be maintained. A province worth 5k before might now be worth 2.5k, and so on. There should not be any 0 value provinces. Total number of provinces is approximately 320.  Lower Gold Area (i.e. North Africa) Area of the map for clans to learn the mechanics of Clan Wars with lower gold value. There should be a location in North Africa where the best North Africa clan would be able to sit on slightly more gold than their counterparts. Clans that are skilled enough to play in Europe should not have any incentive to play in North Africa.  Gold Pot Accessibility Gold pots should be no greater than 3 provinces away from landing zones.   Wide Time Zones Time zones should be wide enough to prevent clans from spreading out into more than 2 time zones. Selectable Income Type If it is feasible within the mechanics, province income type (e.g. Gold, bonds, credits, IR) should be chosen by the clan holding the province. Clans have different interests, and some clans need credits more than they need gold (conversion ratios should be different than they are already in the client; otherwise there is no point in exchanging gold for credits on the map). Division Limit Instead of the old chip mechanics, the current division system with the addition of division limits (maximum 7) would limit clans from spreading out over the entire map. Divisions, when destroyed, would be on 24h cooldown until they could be re-landed on the HQ.44 h Province Offsets Due to the unavailability of the old chip system and method of offsetting that came with it, built in 15 minute province offsets will need to remain, although other solutions are possible. Income Limit Clans holding more than 7 provinces would only receive gold from the 7 lowest value provinces. Automatically Applied Division Modules Division modules should be applied automatically. Forcing clans to manually apply them creates unnecessary clicks and makes the map more complex.  Penalty for Leaving the Map  If you have held land for more than 24 hours and choose use the “leave map button” your HQ should put onto a 24-72 hour cooldown. This allows clans to hit landing zones/riots and pull off with no penalty and prevents clans on the map from taking the cowards way out when they’re losing a war.  Penalty for Losing HQ Similarly, losing your HQ and being mapped should also mean something and be more than a minor inconvenience (a cooldown time of 24-72 hours would accomplish this). This becomes critically important in server wars that are drawing out with neither side able to land a knockout blow. See Purple Dawn.  HQ Movement Speed The HQ should take more than one turn to move to prevent moving the HQ after losing a battle on the province the HQ is on. Battle Format It should go without saying that other staples of CW need to remain (15v15 at Tier X, fog of war, etc). Clan Wars is end game content and any attempt to introduce Tier 6 and Tier 8 into it is unacceptable. That’s what Strongholds are for.    Tank Locking Tank locking is disastrous for new players because it means they have to have a massive garage in order to compete on the map. Obviously, this is in WG’s business interest, but it’s a significant barrier to new players getting involved in CW. A compromise would be an across the board reduction in lock times, roughly half of what they are right now. Alternatively/additionally tank locking could be eliminated in North Africa. Riot Mechanic  Should remain, although the frequency of riots should be slightly reduced.  Auctions  Auctions should be removed. They serve no purpose. Encounter Mechanic Bring back the encounter mechanic. This occurs when two clans attack each other from adjacent provinces and their divisions meet in the middle of the two provinces. A map is chosen by a coin flip between the two maps the divisions originated from. The encounter battle occurs within the standard battle (two caps, one per team) game mode. Then, the winner attacks the loser’s province.  Map Distribution Geographically accurate map distribution increases the sense of immersion for many players and adds an additional element of strategy to where clans position themselves on the global map. The original distribution on the Europe and North Africa map was relatively accurate and would only require some minor adjustments (e.g. Desert maps are in geographical deserts). Gold From Missions Gold available from and total number of missions available should be reduced, with that gold allocated to the map, which would allow more clans to earn income from provinces. The primary method of exposure to Clan Wars for new clans should be North Africa. Conducting missions is fine for getting your feet wet at 15v15 but doesn’t actually teach you anything about how Clan Wars really works.  Ghost Clans Prohibited “Ghost Clans”, which exist only on paper to provide offsets and don’t show up for fights are prohibited.  Leaderboard Rewards Seasons should not provide any rewards for placing on the “leaderboard”. Any gold rewards for placement should be allocated on the map. The reward for placing on the leaderboard is entry into the playoffs.  Political Leaderboard The political leaderboard should not exist in this format. Distribute the rewards from it either to the playoffs or to the map.

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