Feedback Wanted: Site Conflict Adjustments (3.2)

Hey everyone, we think it's a good idea to give this adjustment idea an extra post so that we can have a focused discussion on it. Please let us know what you think of this […]
Hey everyone,

we think it's a good idea to give this adjustment idea an extra post so that we can have a focused discussion on it. Please let us know what you think of this concept and feel free to drop your constructive feedback below!

Site Conflict Adjustments (3.2)

Site Yield Changes
  • Remove Yield-based HP for sites and have a fixed 19200 HP value instead.
  • Yield upgrades cost Elite medals which are taken from the holding clan's inventory.
    • Cost could be about ¼ of the Elite medals produced at current Yield level.
      • Claims have a ~33% greater Fame output compated to Travel Gates, so Yield upgrade costs are proportionally higher as well.
    • Upgrade can only be performed by players with the rank that allows managing the clan inventory.
Clan-Based Drain & Repair Speeds
Introduce a variable drain and repair speed for sites depending on how many sites a clan currently holds. Differences in the number of sites held by the clans involved can therefore favor the takeover or defense of a given site.

Goals:
  • Make defending and attacking sites harder for clans that already hold many sites.
  • Make defending and attacking sites easier for clans that do not yet hold any or only a few sites.
Changes:
  • Clan drain & repair speed depend on the number of sites that a clan is holding.
    • The more sites a clan is holding, the slower their drain speed and repair speed.
    • The less sites a clan is holding, the faster their drain speed and repair speed.
  • When there are attackers from different clans in the perimeter of an attacked site, the highest drain rate of the clans involved is applied.
  • Repair and drain speeds can also change mid-conflict when the number of sites that are held by the involved clans changes.
  • Current drain and repair rates will be displayed in the game's UI so that both attackers and defenders always know "where they're at".


Note: Any values seen here are still subject to change.

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