I really should have made this earlier.
1: One of the problems with war is that Op cards are overused while Up cards are underused. This has been partly solved by the market system. However people are still allowed to salvage the strong cards just as much as the cheap ones. And people never discards the strong cards. And after a few rounds the impact of the market is reduced and the number of cards like nova has increased. This reduces the variety of decks in war and we only see weird decks when a team is about to get kicked out.
So the question is how do we change the salvage/discard system so it dosen't lead to teams always stealing/keeping the best cards?
I have a few suggestions:
- Let each salvage be worth a set number like 500 coins and keep the market. Let the market costs apply when salvaging as well. Same when discarding. Let each discard be worth -1500 coins and use the market prices when people choose cards.
-This is probably the most fair way, however the trickiest to add and with extra errors. Even if the spreadsheet will help you see errors. It also adds more strategy to war.
- Another idea is basically a simplification of the first idea. Instead of using the exakt market values you can have cards in the 30-60 range be worth 1 card, cards in the 60-100 range be worth 2 cards and cards 100+ be worth 3 cards. If total salvage is each win 9 teams can salvage either 3novas or 9 antlions. Same with discard. Each team have to discard 30 cards, throwing away 6 novas is worth 18 cards, throwing away 6 ants is only worth 6.
- This system is less tricky and still adds more strategy to the game.
- Another idea is to only allow people to salvage/discard a certain number of the same card. So a maximum of 3 of the same card would reduce people's chances to take only goodies.
- Let your opponent lock a number of cards, lets say 6. Then their opponent can't salvage/ must discard the chosen cards. This has to be announced one day after the battle round ends.
- This is the evil way to do it and adds more strategy into the game. It could also be made a battle trait among with Lt, Salvager etc.
- Only allow teams to salvage the cards that the other team choosed to discard. Then discarsion would have to be announced 1 day after battle. Or the other way around. A loser can't keep the cards the other team salvaged.
- This way the amount of strong cards only decrease the further war goes. To balance this I guess we will have to change balance discard a bit. Or make it an battle trait.
- The last way to solve this is to reduce the number of cards you're allowed to have of the same card. We could put max amount of creatures at 24 but reduces spells to 20, reduce permanents to 12 and reduce shards to 9.
- This is something I definitely think should be added. It makes sense that teams are allowed to have 24 of their important attackers, but not so much sense to be allowed to have 24 fractals. Simply since creatures are used more and in more decks than permanents and spells.
- Please post your own ideas!
By doing any of these ideas we will add more strategy to war, more versatility, reduce the impact of the strong teams super decks in war.
2: Another problem in war is that the auction costs are way to low. Last war auction cost was 2K max for the whole team and total spendings 26K? This has made the auction more a strategy contest ( which I use to do very well in ) than an actual auction. A player that manage to make you win one more game gives you a gain of 26 cards ( you don't have to discard 20 cards + 6 card salvage ), each card is worth a minimum of 30 coins which means that is a minimum gain of 780 coins. A really good player will make you win a lot more than just one game. That is way it's silly to have the maximum cost for auction being a maximum of 2K for all players. The cost of auction should be one third of the total income imo. That would add strategy and make it an actual difference between teams that go for a cheap vs expensive team.
3: If you want to make the auction process shorter. Have players that hasn't received a new bid in 24-48 hours being locked in on their team. That way people can't wait weeks before bidding. And also add costs increment for each day that passes. Day one free, day two minimum bid/raise 100, day two minimum raise/bid 200 etc etc.