camerooney
Well-Known Member
There are lots of posts about Season 3, most of which are folk complaining about matches or no-matches, despite the fact that the devs have tried (although not necessarily succeeded) to make improvements.
I actually think that part of the popularity of season 1 relates the the fact that it was new. Plain and simple, it was new, it was different and people found it exciting. Since then, people have perfected the exploits and people have refined their winning strategies to an extent that has distorted rosters. Most clans who war with any consistent success are some combination of LB players, tanks and GH/SH. It has become predictable. Devs trying hard to address matchups but fundamentally they have become bogged down in trying to deal with people's desire to obtain any advantage they can in order to win .... really let's not judge .... we all want to win!
I believe that the best thing to do with wars is to change them up. Regular short seasons so if the season sucks .... well hey .... it'll be over soon and next one starts. War mechanics change each with each season. Fundamental mechanics remain the same but vary:
- roster sizes
- war durations
- regen times
- number of crystals that can be used
- KO plunder loss on SKO
- KO plunder loss on KO
- KO plunder win on KO
So for example let's say a season becomes three weeks and seasons run consecutively, seasons could be:
Existing season 3:
- roster sizes (20)
- war durations (1-2 hours?)
- regen times (6-15 minutes?)
- number of crystals that can be used (1)
- KO plunder loss on SKO (3%)
- KO plunder loss on KO(10%)
- KO plunder win on KO (10%) only pays if attacker wins the action that clears out last troops or spies
Season 4:
- roster sizes (10)
- war durations (4-6 hours)
- regen times (30-60 minutes)
- number of crystals that can be used (3)
- KO plunder loss on SKO (3%)
- KO plunder loss on KO(3%)
- KO plunder win on KO (5%)
Season 5:
- roster sizes (5)
- war durations (30 minutes)
- regen times (8-12 minutes)
- number of crystals that can be used (1)
- KO plunder loss on SKO (10%)
- KO plunder loss on KO(5%)
- KO plunder win on KO (5%)
Season 6:
- roster sizes (30)
- war durations (8 hours)
- regen times (n/a return to hit mechanics)
- number of crystals that can be used (1)
- KO plunder loss on SKO (n/a return to hit mechanics)
- KO plunder loss on KO(n/a return to hit mechanics)
- KO plunder win on KO (n/a return to hit mechanics)
Vary it up. War strategy constantly evolving.
Incidentally, since unplugging equipment seems to be a huge exploit that devs haven't solved I'd suggest it should be ignored in matchup. Better that than the exploit as it is at the moment.
I actually think that part of the popularity of season 1 relates the the fact that it was new. Plain and simple, it was new, it was different and people found it exciting. Since then, people have perfected the exploits and people have refined their winning strategies to an extent that has distorted rosters. Most clans who war with any consistent success are some combination of LB players, tanks and GH/SH. It has become predictable. Devs trying hard to address matchups but fundamentally they have become bogged down in trying to deal with people's desire to obtain any advantage they can in order to win .... really let's not judge .... we all want to win!
I believe that the best thing to do with wars is to change them up. Regular short seasons so if the season sucks .... well hey .... it'll be over soon and next one starts. War mechanics change each with each season. Fundamental mechanics remain the same but vary:
- roster sizes
- war durations
- regen times
- number of crystals that can be used
- KO plunder loss on SKO
- KO plunder loss on KO
- KO plunder win on KO
So for example let's say a season becomes three weeks and seasons run consecutively, seasons could be:
Existing season 3:
- roster sizes (20)
- war durations (1-2 hours?)
- regen times (6-15 minutes?)
- number of crystals that can be used (1)
- KO plunder loss on SKO (3%)
- KO plunder loss on KO(10%)
- KO plunder win on KO (10%) only pays if attacker wins the action that clears out last troops or spies
Season 4:
- roster sizes (10)
- war durations (4-6 hours)
- regen times (30-60 minutes)
- number of crystals that can be used (3)
- KO plunder loss on SKO (3%)
- KO plunder loss on KO(3%)
- KO plunder win on KO (5%)
Season 5:
- roster sizes (5)
- war durations (30 minutes)
- regen times (8-12 minutes)
- number of crystals that can be used (1)
- KO plunder loss on SKO (10%)
- KO plunder loss on KO(5%)
- KO plunder win on KO (5%)
Season 6:
- roster sizes (30)
- war durations (8 hours)
- regen times (n/a return to hit mechanics)
- number of crystals that can be used (1)
- KO plunder loss on SKO (n/a return to hit mechanics)
- KO plunder loss on KO(n/a return to hit mechanics)
- KO plunder win on KO (n/a return to hit mechanics)
Vary it up. War strategy constantly evolving.
Incidentally, since unplugging equipment seems to be a huge exploit that devs haven't solved I'd suggest it should be ignored in matchup. Better that than the exploit as it is at the moment.