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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.

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