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.
Province Heavy CW idea














