AthenasonCEF
6 years agoNot applicable
How to make GAC better ? My Ultimate Answer — yours ? Thoughts ? Discuss
Top Issues with GAC
1. Matchmaking (which I will attribute to GP differences: focused roster vs inflated)
2. Time / Lag between battles (24 hours to join, 24 hours to place, 20 mins play time, 24 hours to join...)
3. Rewards
The Current
As is, the format gives the focused roster an advantage because there are limited defenses required — thus, the more focused and concentrated your top characters are — the better.
My Solution
Every match between each player has two (2) battle areas and the combined score of both areas determines the winner
Area 1: Tight Defense
The same obvious map as from before
Area 2: Loose Defense
This has an extended map with new zones to fill. My thoughts are that the front zones can 2 squads and the back can have 1 squad
(this can change with the different tiers of GP — this is concept only so not the fine details)
With Area 2, it is up to the player how to strategize placements: some areas might have to be defended with a squad of 3...
some, maybe even a single unit
(shoutout to CubsFanHan)...
Ultimately it is up to the player and his/her roster to build the best defense as possible.
Clearly Area 2 gives the advantage to the inflated GP player, but it gives ALL players the chance to use and dust off older toons.
_____
Both areas gives all players an opportunity
1) to use their entire roster,
2) to be not penalized in totality for their gameplay choices,
3) to try to outwit and out think their opponent
Additionally, GP sandbagging would become obsolete.
Having two battle areas gives us another thing to do (yay) and since it tests the complete roster and added strategy of the player — it is a truer test of who is best
Rewards
With an added level of engagement, more reward opportunities — and a chance for CG to modify and adjust rewards
1. Matchmaking (which I will attribute to GP differences: focused roster vs inflated)
2. Time / Lag between battles (24 hours to join, 24 hours to place, 20 mins play time, 24 hours to join...)
3. Rewards
The Current
As is, the format gives the focused roster an advantage because there are limited defenses required — thus, the more focused and concentrated your top characters are — the better.
My Solution
Every match between each player has two (2) battle areas and the combined score of both areas determines the winner
Area 1: Tight Defense
The same obvious map as from before
Area 2: Loose Defense
This has an extended map with new zones to fill. My thoughts are that the front zones can 2 squads and the back can have 1 squad
(this can change with the different tiers of GP — this is concept only so not the fine details)
With Area 2, it is up to the player how to strategize placements: some areas might have to be defended with a squad of 3...
some, maybe even a single unit
(shoutout to CubsFanHan)...
Ultimately it is up to the player and his/her roster to build the best defense as possible.
Clearly Area 2 gives the advantage to the inflated GP player, but it gives ALL players the chance to use and dust off older toons.
_____
Both areas gives all players an opportunity
1) to use their entire roster,
2) to be not penalized in totality for their gameplay choices,
3) to try to outwit and out think their opponent
Additionally, GP sandbagging would become obsolete.
Having two battle areas gives us another thing to do (yay) and since it tests the complete roster and added strategy of the player — it is a truer test of who is best
Rewards
With an added level of engagement, more reward opportunities — and a chance for CG to modify and adjust rewards