Hey everyone, I’m Mike Engle, a Senior Designer on DomiNations. Today’s design spotlight covers a new Alliance feature, some changes to Tactics, and a change to address stalemates in World Wars.
Friendly Challenges
In this update we’re introducing Friendly Challenges, where you challenge members of your Alliance to try to defeat your base. These friendly battles won’t result in either the attacker or the defender losing troops or resources. Challenges are a great way to try a fresh base layout or to test your mettle as an attacker without worrying about losing expensive troops, tactics, troop tactics, blessings, etc.
To create a Challenge, tap the Challenge button at the bottom of your Alliance Chat. You’ll get to pick one of your base layouts (including War Bases), set a description, and then post it in chat. Everyone in your Alliance can then make one attack against it. These attacks are then tallied up on a results leaderboard, which shows you how well they did and allows you to view the attack replays.
A new Challenge may be posted every 10 minutes, allowing you to make some changes to your base after you see how it works and then repost it with the revised layout. Challenges last up to 24 hours, but if you repost a new one before then, it replaces the old Challenge.
Tactics
The next change is the introduction of Tactics Capacity. This works just like Troop Capacity but for Tactics. Betrayal, Sabotage, and Protect will now require 2 Tactics Capacity instead of 1. Our goal is that all Tactics feel like they’re worth bringing, and both the internal data and community feedback showed this wasn’t currently the case.
We briefly considered reducing the power of these Tactics or increasing the power of the other Tactics. The first option (reducing their power) just made these Tactics feel dramatically weaker than they are now, which wasn’t as fun. The second option was a problem because we couldn’t actually buff the other Tactics like Barrage and First Aid enough to balance them without making them wildly overpowered.
This is the first of many changes coming this year which will improve the balance between offense and defense. Currently, according to our data and play experience, attackers have a strong advantage, especially in later Ages. This makes defensive decisions less compelling and can make it challenging to successfully guard your resources. We hope that by improving defenses, players will find attacks more challenging and engaging, and will also find more value in the defensive aspects of the game.
The Enlightenment Age rank of the War Academy (rank 5) is being changed to provide +1 Tactics Capacity (previously it was +0). This is being done mostly to address the fact that the buildings previous 2 ranks also provided +0 (meaning there were three ranks in a row with no increase). Remember this isn’t meant to offset the new capacity requirements of Tactics because our goal is to improve balance between offense and defense.
Fewer World War Stalemates
Lastly, we’ve improved World Wars by adding Elapsed Battle Time as a second tie-breaker. Wars are still won by earning more Stars than the other alliance. If that’s a tie, then Average Destruction is still the first tie-breaker. However if that’s also a tie, then the team with the shorter (better) Elapsed Battle Time is declared the winner.
So the objectives in a war, in order of importance are:
- Stars
- Destruction
- Elapsed Time
This also applies to individual battles. For example:
- Alfred attacks a war base and earns 4 stars and 80% destruction in 2:00 minutes flat.
- Bob attacks that same base and earns 4 stars and 88% destruction in 2:30 minutes. While his time is worse (he took longer) than Alfred’s, he achieved better destruction and so his attack is the new best attack.
- Carla then attacks that same base and gets the same 4 stars and 88% destruction, but does it in 1:30 minutes. Her attack becomes the new best attack because it tied on stars and destruction but was a shorter attack (less elapsed time).
- Denise makes a final attack for her Alliance and earns 5 stars and 100% destruction in 3:00 mins. Her attack becomes the new best attack because it earned more stars.
Remember that for winning the overall war, Stars are what matter most. So even though Denise’s attack had a pretty slow time (3:00 mins) you would always want her 5 stars over the 4 star attack, because if your alliance earns just 1 more Star than the opposing alliance, your alliance wins the war.
That wraps up this design spotlight. As always, it’s great to hear back from you all regarding these upcoming features so if you have any comments or concerns please leave them below.