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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg260009#msg260009
« Reply #144 on: January 29, 2011, 11:27:57 pm »
I've done some thinking on the problem of Optimum Team Size vs Demand for War.

Optimum Team size wins.
War IMO should be the best of the best (and possibly a revised rookie). There is a reason there are 'applications'. Winning tournaments and Events should not be a liability towards getting a team. It should be the reason you are chosen. If you want to be a part of the war, you should have to stand out.
There are trials, leagues, tourneys and PvP events going on for most of the year. Enter in those, learn the game. Build up knowledge of yourself, and other competitive players and their styles. There are others with team aspects, and elemental aspects. There are others to test your match playing, and some for deck building.

The people chosen for war (4-5 per team) should be those who have proven themselves somehow. Maybe they beat the general in a particular tourney. Maybe they have a way with words to convince them. Maybe they were part of a team that strategiesed throughout a PvP event and outthought all the other teams.
It in some way sucks, because there are awesome players who wouldn't be part of the community if not for War, but this way it becomes much more competitive and more awesome for the viewers. And generals could still opt to purchase the cheap players.

Underworld is still an option, but only 1 Underworld team.

War will be shorter, with less problems, and a better experience overall. And any applicants may want to visit the remodelled and growing PvP Event section to make themselves more suitable for next war. (Which should not take as long as the gap between The start of War#2 and the start of War #3)

Offline Sir Valimont

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg260054#msg260054
« Reply #145 on: January 30, 2011, 12:06:27 am »
I'm growing concerned that the lean towards smaller teams coupled with a growing community will result in a lot of excluded players.  I know that Team Underworld was created to address this need.  But maybe we should revisit either the idea of two teams per element or Team supporters, where supporters could have maybe a sort of mini-league that ends every week and the supporter with the highest elo rating adds six pillars to his team's vault?

Just spitballin' here.  Judging by the interest on the forum and in chat, something is going to have to be done for the dozens of players who don't get drafted...
I think you definitely have a point that lots of folks will get left out ... but there is absolutely no shortage of community events at this forum, and I don't think it's a big deal for War to be harder to get into.

That said, creating some peripheral activities for non-participating players who can help their preferred team is an excellent, excellent idea. A mini-league that sends a few pillars to War every round also sounds like a great idea. Imagine a small per-round tournament amongst 39 players or so (3 per team):

Winner sends 6 pillars to his team
Second place sends 3 pillars
Third place sends 1 pillar

Keeping the community engaged like that and aware of what's happening in War is a fantastic way to bring newer and older players together.

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270342#msg270342
« Reply #146 on: February 13, 2011, 10:52:08 pm »
I suggest we start war #3 :D

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270356#msg270356
« Reply #147 on: February 13, 2011, 11:24:12 pm »
I suggest we start war #3 :D
I suggest you wait until the forum administrator comes back so the needed sections can be started.
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Offline jippy99

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270378#msg270378
« Reply #148 on: February 14, 2011, 12:05:22 am »
I think you definitely have a point that lots of folks will get left out ... but there is absolutely no shortage of community events at this forum, and I don't think it's a big deal for War to be harder to get into.

That said, creating some peripheral activities for non-participating players who can help their preferred team is an excellent, excellent idea. A mini-league that sends a few pillars to War every round also sounds like a great idea. Imagine a small per-round tournament amongst 39 players or so (3 per team):

Winner sends 6 pillars to his team
Second place sends 3 pillars
Third place sends 1 pillar

Keeping the community engaged like that and aware of what's happening in War is a fantastic way to bring newer and older players together.
I really like this idea of mini-teams sending pillars to their team.  I believe that is a great way to keep the non war participants involved in war.  My suggestions for that event is this:
Each team has access to their bigger team's vault, but only their vault and not anything else in their secret section.  They use war deck building rules and have matchups each round.  The scoring could be as follows:
2-0 2 points
2-1 1 point
1-2 -1 point
0-2 -2 points
+1 points for a perfect round (3-0)
The team with the most points at the end of the round wins
The decks used could possibly be kept secret in order to kept the war team's vault secret.
Think you got what it takes?  Test out your skills in some Tournaments! http://elementscommunity.org/forum/index.php/board,77.0.html

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270425#msg270425
« Reply #149 on: February 14, 2011, 01:11:32 am »
I really like this idea of mini-teams sending pillars to their team.  I believe that is a great way to keep the non war participants involved in war.  My suggestions for that event is this:
Each team has access to their bigger team's vault, but only their vault and not anything else in their secret section.  They use war deck building rules and have matchups each round.  The scoring could be as follows:
2-0 2 points
2-1 1 point
1-2 -1 point
0-2 -2 points
+1 points for a perfect round (3-0)
The team with the most points at the end of the round wins
The decks used could possibly be kept secret in order to kept the war team's vault secret.
The problem with the secondary team using the War team's vault is it gives away too much information. They should have separate vaults.

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270459#msg270459
« Reply #150 on: February 14, 2011, 01:40:11 am »
I really like this idea of mini-teams sending pillars to their team.  I believe that is a great way to keep the non war participants involved in war.  My suggestions for that event is this:
Each team has access to their bigger team's vault, but only their vault and not anything else in their secret section.  They use war deck building rules and have matchups each round.  The scoring could be as follows:
2-0 2 points
2-1 1 point
1-2 -1 point
0-2 -2 points
+1 points for a perfect round (3-0)
The team with the most points at the end of the round wins
The decks used could possibly be kept secret in order to kept the war team's vault secret.
The problem with the secondary team using the War team's vault is it gives away too much information. They should have separate vaults.
Thats why I suggested keeping the decks secret and only known by the team and the event runner, who would probably be a warmaster and not on a team.  The reason I would rather have them use their teams vault is so that when their team is eliminated, they are eliminated too.
Think you got what it takes?  Test out your skills in some Tournaments! http://elementscommunity.org/forum/index.php/board,77.0.html

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270677#msg270677
« Reply #151 on: February 14, 2011, 09:38:59 am »
I really like this idea of mini-teams sending pillars to their team.  I believe that is a great way to keep the non war participants involved in war.  My suggestions for that event is this:
Each team has access to their bigger team's vault, but only their vault and not anything else in their secret section.  They use war deck building rules and have matchups each round.  The scoring could be as follows:
2-0 2 points
2-1 1 point
1-2 -1 point
0-2 -2 points
+1 points for a perfect round (3-0)
The team with the most points at the end of the round wins
The decks used could possibly be kept secret in order to kept the war team's vault secret.
The problem with the secondary team using the War team's vault is it gives away too much information. They should have separate vaults.
An interesting idea would be to only allow decks that were played in the previous round, with small modifications (must be completely unupped, upped cards used by Gen./Lt. turn into unupped cards, players may change up to 6 cards in the deck -- to prevent decks being "stale" and also to mitigate the problems of upped-specific strategies).

Example
Round 1: No tournament (teams will probably be getting propaganda bonuses anyway)
Round 2: Use decks from Round 1
Round 3: Use decks from Round 2
Round 4: Use decks from Round 3, etc.

That way, no new information is revealed to the main War teams.
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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg270684#msg270684
« Reply #152 on: February 14, 2011, 11:00:48 am »
Thats why I suggested keeping the decks secret and only known by the team and the event runner, who would probably be a warmaster and not on a team.  The reason I would rather have them use their teams vault is so that when their team is eliminated, they are eliminated too.
Any time a deck is played from a vault, cards in that vault are revealed. A secondary team using the first team's vault is no different; if they use a deck, other teams in the main War know that the main-element team has those cards. It's not like the secondary team is going to have a secret fight without telling the public what decks they are using, after all.

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg282713#msg282713
« Reply #153 on: March 04, 2011, 01:09:15 am »
I'm growing concerned that the lean towards smaller teams coupled with a growing community will result in a lot of excluded players.  I know that Team Underworld was created to address this need.  But maybe we should revisit either the idea of two teams per element or Team supporters, where supporters could have maybe a sort of mini-league that ends every week and the supporter with the highest elo rating adds six pillars to his team's vault?

Just spitballin' here.  Judging by the interest on the forum and in chat, something is going to have to be done for the dozens of players who don't get drafted...
i do like the idea but what should happen is that they use there own vault and we limit how many peoplejoin the sub team and what not otherwise great idea
The Devil what more is there to say.

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg283396#msg283396
« Reply #154 on: March 04, 2011, 10:54:22 pm »
A little idea was floating through my head since war2.
I never get it working good enough to made a serious development.
Anyways im gonna post this to go for a brainstorming.

Lets do:
Support Teams

Basic metagame:
Any warfare is not only about, the battlefield and firepower. Its also most important to have good working supplie line.

Basic structure:
- Any element owns a pillar that produces (e.g.) 2 card of this element per round.
- The support teams will defend/attack these pillars to gain cards for the main teams vault.

Gameplay:
- Before a round starts: every support team assign a defens deck and the offense deck(s).
Also every team decided wich pillar(s) they attack
- The pairings go public
- If more then one team is attacking the same pillar, a little "drop out tournament" with randomized pairings will decide who finally fights the defense of a pillar.


Team managment:
- Teamsize ~ 2-? members1
- No vault (would not make sense in this system, but can be fun)
- Deckbuilding: 50% rule + no upgrades (maybe even no rares)
- Support teams have their own posts in the private section from a element

1 I could even imagine a "hiring" part here.  I mean: a support team chef could hire players, not involved in the war, for 1 specific duel. Of corse this hired players would not have any insight on private forums/team tactics.
This would allow players, who cant spend time for the whole war, also participate in this event.




+

- More players can join the war
- Even a short time participation is possible
- More strategical stuff (!)
- Could be fun
-
- The time managment/synchronisation with the main team fights will be tricky, specially the mini-tournaments
- Another vault influence for the main teams (I like this, but others might think different)
- This would need (much) more warmaster activity
let me know what you think about this ;)

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg285236#msg285236
« Reply #155 on: March 07, 2011, 05:03:28 am »
So it seems like there are three solutions to the problem of more players wanting into War and fewer available spots:
    Sorry, try Underworld and the many other PvP Events out there.Allow more players to participate/consider two teams per element.Players could somehow support and add value to a team from outside the War, as suggested by Val  (
http://elementscommunity.org/forum/index.php/topic,16468.msg277823#msg277823)and hrmmm (http://elementscommunity.org/forum/index.php/topic,16468.msg302738#msg302738).[/list]Any other thoughts out there?  Any other thoughts on changes to card converting?

 

anything
blarg: