SpaceDandy wrote:I'd like to see an "Invite" option on War Matchmaking. Search for the opposite faction's squad. Find it. An Officer sends an invite to a war. Acceptance can take up to 48 hours. If accepted, the teams go to war.
Plagueis wrote:Everytime new units get released or new buffs/nerfs get implemented it makes me feel like nothing really has been done to make the game “fresh” again. That’s what it needs though and I find myself toying with ideas of how to do that. Here are a few of them:
1. Medals need to be worth more than bragging rights. Sure, we can attack/defend and rack up tons of medals, but what are they good for? Can you buy stuff with them? No. Does having a high medal count provide an advantage of any kind? No. So what if that changed? I say a “medal store” needs to be added. I think it would be cool to be able to redeem medals for loot or certain frags that seem to be eluding us. This would mean taking medal count out of the matchmaking equation as people would obviously “tank” their count for maximum baby seal clubbing action. I’ve already worked out a solution for this though...
2. Change how medals are earned. If you are truly the “shizz”, you should be able to win with as few units deployed as possible and should be rewarded accordingly. I would propose awarding medals based on this AND the difficulty of the opponent you are facing. Attacking as an HQ 10 against an opponent one level below yours would subract maybe 10 medals from your win. Attack an HQ 8 and lose 20 medals. This is where it gets fun and fair again. With any opponent, the less UC you deploy, the more medals you would earn. So let’s say you attack that HQ 8 with your burly lvl 10 buffed jumps, you’d better only use 3 of them otherwise you’ll lose medals on that attack. That’s right HQ 10 player, you might risk face planting on an HQ 8 to make it worthwhile. Now for REALLY hard opponents, I would hope the rewards for winning with a reduced loadout would be enormous. So let’s say I attack Decepticon and his unending flood of ultra-annoying tauntauns with half of my transport capacity and still 3-star roll his base, my medal winnings could double or increase even more depending on how few units I deploy. A quick note: a 2-star win could theoretically reward better than a 3-star depending on how much risk an attacker choses to take.
3. End impossible revenge attacks. We all get attacked by “that guy” who immediately relocates like a quivering rodent after stealing a meager amount of CB and then “camps out” by always being online seemingly for days on end. When they aren’t online, someone else probably wrecked them. That’s annoying. Here’s how that can be fixed: Add offensive and defensive slots to the armory and allow anyone to be revenge attacked while they’re off away from their base and attacking someone else. The defensive armory slot would become active automatically. When that person finishes their attack, they would come back to a wrecked base. You’re welcome. This could have the additional benefit of activating your defensive equipment when you go AFK, your device dies/loses reception or when the game crashes as it frequently does.
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