Thanks for picking our thoughts. It´s very much appreciated and brings hope.
I belive that there are a bunch of players just waiting for reasons to come back.
How about a complete world reset after fortress being destroyed? Meaning that everyone is sent back to lvl 1 starting bases with bubbles in the outskirts. Preferrably with restrictions for the winning players (shouldn´t really be needed since they already won, but who knows..), and then a new race to the middle to win 2nd badge starts. Only difference from original start of server is that the winning players and their alliance now appear on the scoreboard, and the POIs and the forgotten bases are freshly randomized.
I believe that a complete reset limits the use of sister alliances since post fortress destruction dictatorship will be gone. It also reduces endless farming, it kind of adresses the issue with more servers needed since players know that a reset is coming and can therefore just wait out the fortress killing process without doing anything. And then get a new fresh try to get to middle and destroy the fortress. Hell, it might even feel like a victory even thou it is for 2nd or lower badges.
This might give new hope and spark to many players, even the less active or less compatitive players might really enjoy fighting for the lower badges since more and more badged players will be leaving the server, making the competition more fair and the game more enjoyable for the remaining players.
Some players might even aim to play a server a little bit later, after an alliance full of exotic badges has conquered and left. Just to get a more fair competition and the most fun out of it.
With that said, frequent new servers are more than welcome for all players aiming for 1st badge.
In NHL for example, you dont see all the best players in the same team. Why? Because it ruins the game. NHL introduced the salary cap to enhance the competetiveness, and on top of that puts the most promising rookies in the previous seasons worst performing teams, to even out the competition further.
Perhaps we can learn something from this?
I think that quite the opposite has been going on here for some time now, but I don´t really know how to address it.. Im just putting it out there.
Can some kind of cap help us enhance the competetiveness?
New settings require new thinking to stay on top which is a great way to make this game even more addictive, challenging and fun.
Here are some ideas that came to my mind:
1. REPAIR TIME BUNDLES:
a: Remove them (same as WCS setting).
b: Let it cost supply points to use and can be bought separately for TA funds, just like command points.
2. POI:
a: Make the multiplier significantly lower, like 1/10th of current levels or so.
b: Have all POI bonuses in percentage, meaning also tib, cry and power to rethink base setup.
c: Add a POI for credits
d: Bubbles on bases pops immediately if holding POIs, exception might be starting bubble.
3. UNITS:
a: Add rocketeers (flying infantry)
b: Add more upgrades, perhaps both tier 1 and tier 2, and with choices between different upgrades.
c: Add air units to defense, for example rocketeers and helicopters.
4. RESOURCES:
a: 50% of base loot goes to the killing player/s, 50% is divided equally between alliance members (starting after a week or so when alliances are more solid).
This is to even out the resources gathered from difficult bases vs cherries, It further encorages cheering for your teammates killing bases, it evens out the alliance members scores a little, and it might make more players feel more useful to the team.
5. BASE:
a: Add possibility to move one field (for example a tib field) in the base area. At a credit, rp, and move recovery cost.
b: Add possibility to research upgrades for base builings.
6. STATS:
a: Add biggest base score to player stats
b: Add 5 biggest base scores to alliance stats
b: Add average base killing level to player stats
7. WORLD SETTINGS:
a. A world running at twice the normal speed.
d. Alliance cap of 25 players (with smaller or no hubs in the centre) to spread out players into more alliances.
e. Alliance cap of 1 or 2 players (can be used as a single player adventure with one or two accounts, or with a friend). No hubs. Just dig, grow, pvp, and kill the fortress when you reach it.
f. Maximum base amount 5. Too many bases are mostly annoying to maintain. Focus on more upgrades instead.
g. Starting sector random and relocation not possible until a week or so after server start, just to mix teams up more, and limit the use of multiple accounts.
h. Country flags added to player info and shown in rankings
i. Randomize the RP and credit cost (within limits) for units, upgrades and new bases to perhaps force rethinking of strategies.
In time, maybe some of our ideas can grow into something useful.
Best regards
Viking