IzEagle
Approved user
- Joined
- Jun 22, 2015
- Messages
- 136
Since some other options are added from my previous reply, I would like to add some more words. The stalemate is not supposed to be totally removed and I personally prefer a simple and easy implementable solution that reduces the possibility of stalemate. Also the idea should keep the current fun of war.
1) Limiting the card troops to 1 or 2 is a must and I think almost all veteran players agree with it.
4&7) are too complex and practically each player will have less than a whole day for doing the attacks. It needs more alliance coordination and it will cause many troubles for average alliances. Also the programming of this system is a little difficult (remember the food for walls which is a regular programming was disable less than a day after release). So my vote is disagreed.
5) “first to reach perfect score” is not fair! Consider the time zones. Sometimes an alliance just start attacks when the opponent has done more than half of attacks. So my vote is disagreed.
8) It is very important that which factor is selected. A big part of war fun is destroying stronger opponents and if you select a factor like survived troops, this fun will be destroyed.
I still believe that my own idea works well for now. It is just a simple modification in the way the Average Destruction is calculated. If we count all possible attacks in average destruction lots of stalemates will be kicked. It is easy to understand and easy to implement.
And finally as an extra option, this is the tie breaker system which is used in COD:Heroes it is working properly and almost all draw situations are kicked but I don’t like it due to personal reasons! lol
It defines Alliance Score. This parameter is calculated according to stars you get in each single attack. It is calculated in this way: (gained stars in an attack / 5 * reward from that attack) and the alliance score is the sum of alliance scores of all performed attacks.
For example consider the reward of a 5star attack as 1000 so if you made a 3star attack you get the alliance score of 600. By summing all gathered scored each alliance will have a final Alliance Score at the end of battle day and the winner will be the one with higher score in case of stalemate. This system is complex but it has two benefits: 1) the weaker alliance has more chance of winning in case of stalemate because they get more war reward from attacks. 2) all attacks will be important and sandbaggers will lost lots of stalemates.
1) Limiting the card troops to 1 or 2 is a must and I think almost all veteran players agree with it.
4&7) are too complex and practically each player will have less than a whole day for doing the attacks. It needs more alliance coordination and it will cause many troubles for average alliances. Also the programming of this system is a little difficult (remember the food for walls which is a regular programming was disable less than a day after release). So my vote is disagreed.
5) “first to reach perfect score” is not fair! Consider the time zones. Sometimes an alliance just start attacks when the opponent has done more than half of attacks. So my vote is disagreed.
8) It is very important that which factor is selected. A big part of war fun is destroying stronger opponents and if you select a factor like survived troops, this fun will be destroyed.
I still believe that my own idea works well for now. It is just a simple modification in the way the Average Destruction is calculated. If we count all possible attacks in average destruction lots of stalemates will be kicked. It is easy to understand and easy to implement.
And finally as an extra option, this is the tie breaker system which is used in COD:Heroes it is working properly and almost all draw situations are kicked but I don’t like it due to personal reasons! lol
It defines Alliance Score. This parameter is calculated according to stars you get in each single attack. It is calculated in this way: (gained stars in an attack / 5 * reward from that attack) and the alliance score is the sum of alliance scores of all performed attacks.
For example consider the reward of a 5star attack as 1000 so if you made a 3star attack you get the alliance score of 600. By summing all gathered scored each alliance will have a final Alliance Score at the end of battle day and the winner will be the one with higher score in case of stalemate. This system is complex but it has two benefits: 1) the weaker alliance has more chance of winning in case of stalemate because they get more war reward from attacks. 2) all attacks will be important and sandbaggers will lost lots of stalemates.