Forum Discussion

PyrrhusRex's avatar
8 years ago

Territory Wars Overview [Mega]

"CG_Kozispoon" wrote:
Hiya Holotable Heroes,
In anticipation of the release of the Territory War update, we are sharing some more details about the game mechanics.

Scheduling
Several Territory Wars will occur per month at times that Territory Battles are not occurring.

Gameplay

In this event, players work together to defend their Guild’s territories and attack the opponent’s territories. This is done through assigning defensive squads/fleets to protect your territories and using squads/fleets to attack your opponent’s territories.
Territory Wars have a sign up period and two primary phases, with each phase being 24 hours long to accommodate members across timezones and availability.

Preview Phase: This is a period where each player joins the event. This is to ensure that matchmaking accounts only for players that plan to participate.

  • In this phase the map details can be viewed, but no actions can be taken until Player Lock, which is the end of the preview phase.
  • Player Lock: To provide a fair matchmaking experience, any progression on units (ex. Promotion) that occurs after the preview phase has ended will NOT be reflected on that unit's progression in this event. For example, if the unit was 4-star at the moment of Player Lock, it will remain 4-star within this event even though it is 5-star in other areas of the game. This is to prevent a variety of exploits such as removing all mods before matchmaking, getting a weaker match, and then replacing them all.
  • Matchmaking: A very short Matchmaking period (~1 minute) will pair 2 guilds using a combination of factors including the number of players and the strength of their rosters.
  • Participant Minimum: A minimum of 25 members are required to initiate a Territory Battle.
  • Leaving: Players can leave a Territory War up to the point of Player Lock.


Setup Phase: This is a period where players assign their defensive squads/fleets to protect their territories. Unlike Territory Battles, units do not refresh in Territory Wars, so it is important to save units for the attack phase.



  • Also unlike Territory Battles, all contribution limits, such as the number of defensive squads that can be assigned, are Guild limits not player limits. This will allow the flexibility for guildmates who cannot participate in the whole event to take on a “defensive role” and place all their troops down or “attacking role” and focus on offense.
  • To ensure everyone understands that units do not refresh between phases, a message will appear when more than 1/3 of the eligible troops have been placed. The message reminds the player to save some troops for the attack phase and can be ignored.
  • Units must be over a specified power to participate
  • The number of defensive squads/fleets that can be assigned to a territory is based on the number lowest number of members between the two Guilds.

Attack Phase: In this phase, players attack their opponent’s defensive squads on the front territories. Defensive squads have persistent health exactly like Galactic War so players need to work together to defeat the opponents. Unlike Galactic War, to prevent any one meta squad from dominating the map, attacking squads that successfully defeat an opponent are not available for future attacks.

  • Once all the opponent’s Defensive squads have been beaten in the available Territories, the Guild conquers the territory “pushing” to the next set of Territories. This will allow the guild to complete the Territory War Attack Phase as quickly as they choose.

Review Phase: A period to review the final status of the event.

Earning Banners

Players earn banners for a variety of actions including setting a defensive squad, successfully defeating a defensive squad, and conquering an opponent’s territory. The winner of the match is based on the guild with the most banners at the conclusion.

Rewards
Players earn rewards based on a combination of the cumulative Galactic Power of their participants and the win/loss status. This is to reward both winning and the difficulty of the match.

  • All rewards will be equally distributed to all members of the guild who have participated in the Territory War.


Stats
Player contribution of banners is tracked in Stats.

Leaderboards
Guilds that win a Territory War will be placed on the leaderboard based on the Galactic Power of the opponent they defeated. Additional wins are cumulative.

Reporting another Guild
We take cheating very seriously and will suspend or ban players that are caught cheating. To help us in identifying cheaters, a Guild Leader or Officer can report their opponent Guild if they suspect them to be violating the terms of service. Misuse of this feature, such as reporting a guild with no evidence of cheating, will also result in disciplinary action.

Future Iterations
While the initial version of Territory Wars has intentionally minimal complexity to help with learning, expect to see a wide variety of Territory War events in the future. For example:

  • Faction bonuses on the map, individual territories, or even specifically the attacker or defender on a territory
  • Unit Requirements
  • Platoon Missions and associated abilities


We are excited to see how Guilds bring their best strategies to this new map and reign victorious over the Cantina. See you on the Holotables very soon!


<<ORIGINAL POST>>

UPDATE 11/15
I've appended the original megapost in order to address player feedback and questions. Apologies if I did not address your particular query, but hopefully this will illuminate some points as we all excitedly await the launch of Territory Wars.

The dominant strategy will be to set all CLS squads on defense
While putting your best squads on defense is one way to go, there are some shortcomings with that strategy to consider:

  • Players attacking a squad can choose a squad that has a strategic advantage over the defensive squad (for example Night Sisters have proven to be strong against CLS squads)
  • The attacking player has a clear strategic advantage over an AI controlled defensive squad
  • A Guild earns the most banners by conquering a territory, so setting strong defenses is smart to mitigate the other Guild conquering your territories, however, if all your best squads are put on defense then your guild will be unlikely to defeat any of the opponent Territories. Given the advantage players have on offense, this is a risky strategy.


Guild Currency isn’t a compelling reward from Territory Wars

  • A reorganization of the Guild Store will occur with our impending Version Update that will provide additional valuable items to purchase. Please stay tuned!

205 Replies

  • "stumpoman;c-1348622" wrote:
    Also is the retreat button like galactic war or like arena?


    It's "forfeit", like arena. Matches have a 5 min timer like arena also.

  • First of all, I wanted to say thank you for opening the beta to your playerbase - this is a step in a good direction. Now to the TW feedback, please beware the rather long text below is my humble oppinion so feel free to agree or disagree :)

    1) Time needed
    Spoiler
    - the "join" and "setup" take literally no time (once you setup your defence squads in builder)
    - "attack" phase needs every player to do about 5 victories total on average (including ships)
    - total time required for all phases (as of beta 3 days): 30 minutes tops for an average player
    - the good thing is, if you have a developed roster and time to spare, you can have much more than this on the attack phase OR if you know you will have litte to no time for the attack, you can deploy all your good teams to defense

    conclusion: a good balance, that alows everybody to play according to his/her real life schedule

    2) GP and matchmaking
    Spoiler
    - matchmaking will be signifficantly better out of beta as there will be more guilds with similar GP
    - always remember that game takes into consideration the total GP of guilds to get you an opponent, while rewards are decided upon total GP of players who "join"
    - "join" phase is questionable for me (every guild should consist of active players), but I see the need to exclude non-active players in some guilds and somehow help the less active guild overall
    - still, this is why I dont think the "join" phase does anything besides locking in the characters used and possibly decreasing the rewards: once matched with a guild of total GP similar to each other, limited number of metateams on one side decides who wins
    - getting rid of the "join" phase and deciding number of oppened defensive teams number based on total number of players at the moment of matchmaking should do the trick

    conclusion: smaller guild is still able to compete and should actually (due to being matched to a guild with same total GP) have a good shot at winning. Complaint about the "join" phase is a minor thing as for an active guild this is not an issue. Overall a good way to allow sub-50 players guilds to compete while favouring more active guilds regardless of their GP.

    3) requirements
    Spoiler
    - as of beta, only GP of character above 6000 was the requirement (7* G3 lvl50 with leveled abilities has approx 6k power)
    - max number of teams for defense is 250 (50 of those ships), meaning every player will need 1 fleet and 4 squads to deploy defense and same number for offense to be able to do his part in full-time (possibly more to have reserve in case offense goes south)
    - just to be clear, there is no minimum on number of characters or teams used, the calculation above is only to show what you will need eventually to fully cover all oppened defense spots and have minimum number of teams to beat opponents defences
    - FO and Resistance got bonuses on this TW (minor thing really as any team gets to be used once only)
    - in future there should be (as per devs) more requirements and bonuses to certain characters or factions
    - future TWs should get some form of "platoons" (I guess to provide bonuses to your guilds attacking/defending squads)

    conclusion: currently the mode is oppened to basically everyone, in future this may make or break TW: carefully crafted requirements, bonuses and platoons will lead to great combos and limit the meta annoyance while going too far could close this to too manny people

    4) gameplay
    Spoiler
    - "setup" phase decides what strategy your guild wants to employ and allows great flexibility in what teams to deploy vs. keep for attack phase
    - "attack" phase is where the fun begins and you pit teams you saved versus enemy defending teams
    - only "front" territories can be conquered, I find it bit illogical that ships are "hidden" behind 2 character areas but not a serious complaint
    - it would be cool if (on the third column) one could make a "breakthrough" through mid area and open all 3 "home" areas for conquer (not possible afaik)
    - the timer on battles and fact each team gets to be used only once regardless of how you play it makes it interesting and a bit thrilling
    - succesfull defence could give some small ammount of flags and this could in future serve as a nice tiebreaker in favour of the side that plays more effeciently
    - ties are going to happen, as once both guilds hit certain GP it is no problem to use all 250 teams for defence while keeping enough to kill all enemy defending squads
    - so far I was unable to find how the game decides in case both guilds get all the possible points and I certainly hope this is not "victory to the first guild to gets the points" as this would ruin the oh so good time requirement
    conclusion: a solid system, that may or may not slide into choir - completly depending on the opponent your guild gets matched with and how the requirements, bonuses and platoons turn out to be

    5) rewards
    Spoiler
    - zetas are great, pretty please do keep those in rewards
    - gear is a "meh" even on the highest GP levels as the numbers are not the greatest and the game always trolls me with things I dont need
    - guild tokens should not be in this mode, it is guild event afterall
    - difference between winner and looser is not too big
    - the fact rewards are decided upon the GP of players who joined basically punishes the active part of the guild twice (first by making the match harder and second by decreasing rewards)

    conclusion: I would very much prefer a flat sum of guild event tokens and a few crystals instead of all other things. That said, rewards as they were are not too bad considering time required to play the TW.

    Overall a solid game mode for both starting players and veterans that has great potential and a few risks for the future.
  • Made this map to day after I could not find anyone done already.
    https://cdn.discordapp.com/attachments/352164432144760833/383220743972061194/SWGoH_-_TW_Map.png
  • Forgive me resurrecting this thread, but I wanted to clarify the mechanics around Guild members who are not part of the TW. Specifically, is it possible for a L65+ character to join a Guild after Player Lock and see the deployed defensive squads? If so, this would present a "spying" opportunity. Or am I just being paranoid?

Featured Places

Node avatar for SWGOH General Discussion

SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.Latest Activity: 18 minutes ago
83,234 Posts