Tweaking the EE fight/KO Mechanic

Discussion in 'Strategy' started by The_Philosopher, Apr 29, 2013.

  1. EE wars are a lot like cold pizza. It is great and I probably could eat it everyday. However, I think I would have a much better dining experience if I just got a new pie.

    In a similar vein, EE are wars fun. I like the shortness (anyone remember my very first thread two years ago where I suggested SW wars be given a 2 hour option?), and the excitement of trying to get the best of your opponent. However, could something be done to enhance the experience, i.e. make the wars even more realistic?

    Please look at the ss below.

    [​IMG]

    Looking here, we can see the left clan(LC) has a comfortable 10 B lead and should cruise to an easy victory with only 13 min to go. The right clan (RC) has already used their last desperation crystal, so there is nothing left but for LC to pick them off one by one as they pop up from KO. Easy money.
        One thing that does stand out in this ss, however, is the RC is losing despite having more plunder producing actions (PPA), i.e. hits and steals, than LC does. Why, then, is LC winning by such a large margin? Simply put, they are scouting them to death. By this I mean they are using Non-PPA to get on top of their opponents and keep them in KO. They make their money buy feeing off the KO bonuses, basically stealing their opponents plunder while not making any themselves for their enemies to steal. This often results with the victim clan crystalling too early to make up the gap allowing the scouting clan the luxury of xstalling later, pinning their opponent, and then picking them off one by one as they come out of their final pin.

    Now truth be told, there is nothing wrong with this, in fact the clan I war with uses this strategy as well. However, it kind of reminds of the boring turtle war that ruined SW: it is better not to be hit than to hit. In EE wars nowadays, the battle cry is not “ATTACK” but “SCOUT”, which to me a little sad in a war game. How did it end up this way and how can we fix it?

    1. Fix the Scouting Mechanism

    First of all, the devs have to rethink the role of the scout. Scouting is supposed to give you information about your opponent so you can determine the probability of success for a future attack. How, however, the scout is the attack themselves, killing sometimes 3 times as many enemy spies as they lose, depending on the opponent and pots used. This, however, runs contrary to the realities of real war, where scouts more often are killed than doing any killing themselves.

    My solution? Make scouts kill off zero or a negligible amount of troops >10 so they rarely if ever factor into the KO. This will give more value to the hitter and encourage stealing more.


    2. Fix the KO

    KO’s are an interesting addition to the game but they shouldn’t be the overriding factor in whether who wins or not. Does the prize fighter get more money if he knocks out his opponent than going to a score card decision? Does he knock him out multiple times in a bout or only once? Of course not. However the devs think we should lose hundreds of millions just for one lucky scout. My solution? A flat rate. 50 mil for the first knockout and 20 mil for each additional knockout. This way the KO will be a factor in the war but not the deciding factor.


    While we are at it….
    Get rid of tracking bots and trackers in general with somewhat random regen times. EE’s are too mathematical. An element of surprise is needed.

    EE wars too often end with a whimper. How about give everyone full troops with 5 minutes to go and have a wild smackdown at the very end?

    All in all, though, I enjoy EE wars, so I am not too insisting on these ideas. Let me know what you think about these proposed tweaks to the game.
     
  2. Interesting thoughts...not sure if I support or not:)

    Half-support(at least for now :p)
     
  3. KaW_Admin said they aren't making any changes for this season.
     
  4. Not this season, yeah. Maybe next one tho:)
     
  5. I think changing the mechanics mid-season would cause a complete uproar since many people put a lot of time and effort into this current season with the current mechanics.

    However, there is suppose to be a second season that sometime after this one. So, a solution to the Scout knockouts is something the developers should look into if they honestly plan on continuing this style of warring.
     

  6. True. I doubt they tweak it now. However if it contiunes these might be good ideas for the summer season.
     
  7. Right now scouts are the only way to get through a powerful spy defence, and assassinations always kill spies and more troops if successful, if you scrapped scouts you would end up with an even worse turtle war where people would have to fail bomb the oppo to KO.
     
  8. Assuming that towers would be more prominent if you scrapped scouts.
     


  9. This is why I also feel the role of KO should be less prominent. While exciting, the Ko is not really needed in the game.
     
  10. I was in a war with RH against warlor...

    RH was sat on the whole time, but they were winning until the end.

    Those plunder actions took them way up, and the power of the KO wasn't able to bring warlor back until the end.

    If KO's earned less plunder, it would make wars less fair...being sat on whole time and still winning
     

  11. These sudden come from behind, reversal of fortune wars are the exception rather than the rule. With these wars being so mathematical, most are decided in the first hour. In this case, obviously Warlor was wise enough to save their xstals to the end so they could pull it off.
     
  12. No support . Beta wars was where u should of voiced this. We are nearing the final weeks of the season. Clans are allready established on what's worked and failed over the weeks that past.
    If anything, the scout system is the lowest ko plunder you can earn .
    Attack earns the highest ko plunder. Making your suggestion on attacks being best tool allready implemented 
     
  13. As far as my build goes in EE, if they took out the power of scouts I wouldn't do too well. A lot of others in same boat as me.
     
  14. KO's are a huge factor. Example, I could KO an account with 3b plunder and make 300m attack/steal KO bonus. Maybe your clan isn't very good at SKO and the other clan is.
     

  15. Why the hostility? Personally, I doubt a month of beta means there will never be problems in the future and we have no right to suggest future upgrades to the system. Of course the next round of ee would be a more appropiate time to do this.

    Fact is, however, scout/assasin is used a lot more for ko than attack. If that wasn't the case, how would you explain the ss?
     
  16. I think there were around 17-18 weeks of beta, not 1 month
     
  17. I would explain the SS, like so; the side with less plunder yet more actions has more spy builds and small builds (lower plunder intake) where as the winning side has more attack builds (high plunder intake)
     

  18. SKO seems to be a matter of percentages. If just one account is on me, I theoretically have a 50/50 chance of SKO. If three are on me at the same time, it drops to 25% chance. Lots of times people do one action and they are already KO'ed. SKO isMore a matter of luck than anything else.