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Time for a whole new type of "world war"?

Attila

Approved user
Joined
May 23, 2018
Messages
65
I'm not talking about replacing the current world war format, but making a different type of war that could perhaps run along side of it. Not everyone would be interested in it but anyway, I think it would be cool.

So the layout of the war map is almost exactly like the board game Risk, and I feel an extended version of WW (say one that runs for a week, for example) could be interesting. I have played an updated version of Risk that doesn't require you to conquer the whole board. All you have to do to win the game is achieve three objectives and be in control of your capital city at the end of a turn.

So the basic dynamic is you start evenly distributed around the board (much like the current WW) and then in turn you take a shot at conquering neighboring territories. The difference is to win you have to HOLD those territories while also conquering new ones. At the start of every turn you get to draft new troops into your armies, based on how much territory you hold. So if you attack a neighboring enemy territory and destroy them you will take that territory and can then move some of the troops you have left into the territory to fortify it. If you have hardly any troops left, that territory will be weak until you send in reinforcements later.

It would be complicated, and would require a LOT more coordination from leader and co-leaders. But that could be a lot of fun. A lot more strategy involved. Do I attack on my turn, or do I simply reinforce and save territory and prevent troop losses? Do I amass troops here or there? Do I try to hold my territory or do I try to take a new territory? Do I make a run on the enemies heavily fortified capital city, that may be a protracted bloody battle that will weaken us both, or do I pick off their weak out lying territories?

The objectives would be stuff like control all of Europe" or "Control all of North America" or "Control Two whole continents" or "control the enemy's capital" etc. Also, you have a capital city that you must defend.

Anyway I think a bigger more fluid ww where things ebb and flow and territories are gained and lost and you need to be much more strategic would be a lot of fun.
 

oddin

Approved user
Joined
May 17, 2018
Messages
1,586
very good suggestion and I would like to add something....

Time could be the factor that decides who keeps what territory. For example: Red player 1 attacks a nearby blue territory. He wins 5 stars in 2:15secs. The attacked territory's blue player 2 retaliates and destroy player 1 with 5 stars also in 1:55. Both territories are turned blue. In another scenario, if the earned stars are less then it stays red.
I am sure there could be an algorithm that takes stars, time and percentage into account to judge if a territory stays red or turns blue color. This way there would be a lot of skirmishes on the map but it wouldn't require so many core changes into the programming and thus make it viable.
 

Attila

Approved user
Joined
May 23, 2018
Messages
65
Cool idea. I was thinking pie in the sky with no idea how it would work and worried it would take devs away from fixing other issues but this sounds very doable with a minimum amount of work for the devs. Good idea. I do think however that you need to lose troops that die, so that if you're weak the territory can be taken back easily and you get the choice of where to periodically beef up your troop numbers.
 
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