New AW concept by WhiteMummy
Papdichaat
Member Posts: 86 ★
First of all I should explain that I have planned AW offense for 320 wars, defense for all 3 BGs so I have arranged defense for over 1000 maps and all in master bracket and here is what I am proposing based on what I know about the game mode
Why do we love alliance war so much and why it’s the most important aspect of the game?
First of all it’s the only real competitive part of the game but that’s not the main reason
All aspects of the game like story content in all its forms, AQ, monthly quests, side quests, they all get repetitive after doing them few times
What AW is, in fact it is a new content released every war that we also do it as a team.
Every time an alliance designs a map they create new content and new challenges, and that’s why they are exciting. It also results in creative placements and combinations that even Kabam have used some of them in their permanent content because of the interesting interactions.
Sometimes lack of good global designs and maps getting old makes AW repetitive too but I believe this map can last for a very long time as a tool to create new content in the form of AW maps.
Here are the main rules for this AW map while placing defense:
- 20 outer circle fights and 30 inner circle fights plus 3 bosses, total 53 defenders
- Every player places 5 defenders and officers can duplicate3 of the defenders and place them as 3 bosses, two of the bosses are visible by the alliance members and by the opponent when war starts but the main boss is hidden by the alliance members and the opponent until all 10 players in opposing team joins the battlegroup and lock in their attackers
This is to prevent spying on hidden nodes which have been happening in the past when we had hidden nodes
- then officers can ban one attacker for inner circle fights and another attacker for outer circle fights
This simple rule can create many interesting global like situations. Most of the times what AW global do is just stop using certain champions on offense but it gets repetitive quickly
Rules for offense:
- every player has 5 tickets that can use them to unlock fights
Two tickets for outer fights and 3 for inner circle fights
Any player can fight bosses and they do not require tickets to be unlocked
- players can reserve their assigned fights with the tickets at the start of war and do them in any order at any time with one rule that they have to finish outer circle fights first. This map doesn’t need any movements or AW energy
- 15x of inner circle fights give 5% health link to all 3 bosses and other 15 gives 2% attack link
- it would be great if we have a tool for officers to assign fights to players like when assigning players to different battle groups
Officers go in and click on each fight and a list of 10 players pops up and they can assign it to any of them. This way they also can see how many fights they have assigned to anyone and also can see which fights are remaining or being assigned
So the entire planing happens in game and officers just need to tell the players what team they have to bring
Some other points:
In the past when I started arranging defense it was more about which champion is harder for each node and just looking at the nodes individually
Then I realized that you can design paths instead of nodes and makes it harder for the opponent to plan it for 10 players
I always had a problem when arranging defense:
There was always some interesting placements but you would never do them because depending on the globals we had they were gonna get destroyed by quake CG or ghost
For example tech, mutant and evader defenders got better placements during protect global because they were not CG missions but last season you could not give them any nodes beside few anti CG nodes like Rage or Buffet
Another example is all mystic attacker after HT, they all get destroyed no matter where you place them but with this map you can simply invest on your mystic defenders in one of the two areas and ban HT
With a simple rule like banning one attacker for outer fights and another attacker for inner circle fights you have infinite possibilities to get creative regarding designing the map
And create fresh maps every war
Another point is when everyone in the alliance has to take an equal number of fights, alliances get more balanced in terms of skill. No longer we will have someone carry the BG and take 12 fights while someone else takes two fights and it will eventually shown the true potential of every alliance as a group
https://youtu.be/bqXRyDYBw14
Why do we love alliance war so much and why it’s the most important aspect of the game?
First of all it’s the only real competitive part of the game but that’s not the main reason
All aspects of the game like story content in all its forms, AQ, monthly quests, side quests, they all get repetitive after doing them few times
What AW is, in fact it is a new content released every war that we also do it as a team.
Every time an alliance designs a map they create new content and new challenges, and that’s why they are exciting. It also results in creative placements and combinations that even Kabam have used some of them in their permanent content because of the interesting interactions.
Sometimes lack of good global designs and maps getting old makes AW repetitive too but I believe this map can last for a very long time as a tool to create new content in the form of AW maps.
Here are the main rules for this AW map while placing defense:
- 20 outer circle fights and 30 inner circle fights plus 3 bosses, total 53 defenders
- Every player places 5 defenders and officers can duplicate3 of the defenders and place them as 3 bosses, two of the bosses are visible by the alliance members and by the opponent when war starts but the main boss is hidden by the alliance members and the opponent until all 10 players in opposing team joins the battlegroup and lock in their attackers
This is to prevent spying on hidden nodes which have been happening in the past when we had hidden nodes
- then officers can ban one attacker for inner circle fights and another attacker for outer circle fights
This simple rule can create many interesting global like situations. Most of the times what AW global do is just stop using certain champions on offense but it gets repetitive quickly
Rules for offense:
- every player has 5 tickets that can use them to unlock fights
Two tickets for outer fights and 3 for inner circle fights
Any player can fight bosses and they do not require tickets to be unlocked
- players can reserve their assigned fights with the tickets at the start of war and do them in any order at any time with one rule that they have to finish outer circle fights first. This map doesn’t need any movements or AW energy
- 15x of inner circle fights give 5% health link to all 3 bosses and other 15 gives 2% attack link
- it would be great if we have a tool for officers to assign fights to players like when assigning players to different battle groups
Officers go in and click on each fight and a list of 10 players pops up and they can assign it to any of them. This way they also can see how many fights they have assigned to anyone and also can see which fights are remaining or being assigned
So the entire planing happens in game and officers just need to tell the players what team they have to bring
Some other points:
In the past when I started arranging defense it was more about which champion is harder for each node and just looking at the nodes individually
Then I realized that you can design paths instead of nodes and makes it harder for the opponent to plan it for 10 players
I always had a problem when arranging defense:
There was always some interesting placements but you would never do them because depending on the globals we had they were gonna get destroyed by quake CG or ghost
For example tech, mutant and evader defenders got better placements during protect global because they were not CG missions but last season you could not give them any nodes beside few anti CG nodes like Rage or Buffet
Another example is all mystic attacker after HT, they all get destroyed no matter where you place them but with this map you can simply invest on your mystic defenders in one of the two areas and ban HT
With a simple rule like banning one attacker for outer fights and another attacker for inner circle fights you have infinite possibilities to get creative regarding designing the map
And create fresh maps every war
Another point is when everyone in the alliance has to take an equal number of fights, alliances get more balanced in terms of skill. No longer we will have someone carry the BG and take 12 fights while someone else takes two fights and it will eventually shown the true potential of every alliance as a group
https://youtu.be/bqXRyDYBw14
Post edited by Kabam Porthos on
7
Comments
I’m available in case you guys have any questions regarding the idea
With the in-game tool to assign fights and having more freedom because there are no paths it will not be harder than what we have now, but it will be more interesting
Best solution I could come up with is first of all periphery fight will have a lower attack bonus than inner circle fights since they are gonna be easier
so this alone will make a tie much more unlikely
specially if the the AB point for inner circles fights is the periphery point + a number that you can’t divide the periphery amount with the that + number
So the only way to tie in points is to have exact number of deaths in both sections of the map
Then since we have 3 bosses the tie breaker is number of boss solos which is also fluctuates more since they are the hardest fights to solo
If the number of boss solos are also the same the alliance with higher war rating wins based on their past performance
I don’t think it will ever come to that
Best scenario is to have a community effort so I appreciate any suggestions or criticism 🙏🏼🌿
At my level, P3 alliance, I definitely wouldn't want to spend so much time planning out the defense and offense that it becomes a job rather than a mobile game. Plus adding 3 bosses won't be fun for me atleast.
Top guys might be fine killing 3, don't think lower guys want to see 3 bosses in war.
Seeing the low numbers in top tier wars, you guys definitely deserve some changes to remove that. But I don't think that such changes should be spread all out the AW playing alliances.
Just my two cents.
Also point where all 10 locks their champs ans then only final boss will be revealed can mess up entire BG. Backups are there for a reason
I dont like ticket system. Let it be energy wise.
These seems fun but it will be actually hard and players without deep roster can suffer in even at silver alliances as many big account relax at low Aw alliances. And rewards don't match the efforts
Overall the idea is too much, overly convoluted and too much pressure on officers.
Yes!Some changes should be done to reduce officers stress but it can't be implemented on all tiers.
There can be modified version of this map for lower tiers.
Banning attackers on few paths always brings interesting stuff and we have already seen it's one version in Summoner showdown event.
Overall I loved your concept and with few changes this map has great potential.
And someone who is given prefight champs. At this point in war seasons, prefight champs like White Mags/Mr. F have become very useful and sometimes people are assigned just those champs to make matchups work.
But when we ban one attacker in one section that champion still can get used in the other part of the map and we get to bring 3 attackers
So it’s a way to make war more interesting without making any attacker completely useless
And I agree that this map with the set of full rules is more suited for top100 alliances
And we have to get different maps for AW for different brackets like we do in AQ
I really appreciate your input as well if you can take the time and watch the presentation 🙏🏼🌿
Each player gets 5 tickets for 5 fights
2 outer circles and 3 inner circles fights
So everyone takes equal number of fights