DeletedUser41523
Guest
Proposal/Details/Balance:
The recent tune up of world wonder rules should be an excellent addition to the game. So much so that its disappointing that it wasn't thought of sooner. But I think it could be improved upon more. Right now, the victory conditions are a first past the post system set a 4 world wonders to win. Whoever hits 4 first will win regardless and after that the world usually dies fast, usually crowning is a matter of who has the most warm bodies in their alliance at the end of the world and I feel this could still be the case. My proposal for fixing this is to adjust the first past the post entirely by implementing the following adjustments to the current updates.
1) A world can no longer be won by simply building 4 wonders first. Instead two paths to victory should be implemented. The first being that the first alliance who builds all 7 wonders will win and crown. The second path being that if nobody builds all seven, then world will continue until the closing conditions (less than 300 players) are met. At the end of the world closing the team with the most wonders be it 6 wonders or just 2 wonders, will win but will not crown.
2) Tie breakers. Lets say three alliances tie at 2 wonders a piece and the closing conditions have been met with the closing counter at 0. The winning alliance will be determined by who has the best conquest ratio on the three tied alliances.
Alliance A's combined score on Alliance B and Alliance C's is the determining factor in this case. Not its overall score or city count. If Alliance A have a higher sum of conquests on the tied alliances than the tied alliance's total sum, then Alliance A is the winner. Because combined, they took more cities off the other teams.
If for some reason teams end up tied on the conquest counter then the winner is the team with the highest combined points and total BP.
3) Only one alliance can crown. This will prevent long term crown sharing. However the world can still continue until the closing conditions are met.
Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested? Probably something similar in there.
Reason:
I believe that this will continue to increase the fighting in the WW era rather than making it a sim fest for a few months. You still have to gain ground on your enemies to win and in this case, gaining ground can contribute to an overall victory.
Abuse Prevention:
I don't think is does. But i'm open to ideas of holes here and how to fix them.
Summary:
Bottom line WW could still use some improvement to make it an actual contest and a better end game experience. Not that the current way is terrible. Just that this might make it even better. I also feel that making it a blood bath will make money for Inno instead of having as many people fizzle out.
The recent tune up of world wonder rules should be an excellent addition to the game. So much so that its disappointing that it wasn't thought of sooner. But I think it could be improved upon more. Right now, the victory conditions are a first past the post system set a 4 world wonders to win. Whoever hits 4 first will win regardless and after that the world usually dies fast, usually crowning is a matter of who has the most warm bodies in their alliance at the end of the world and I feel this could still be the case. My proposal for fixing this is to adjust the first past the post entirely by implementing the following adjustments to the current updates.
1) A world can no longer be won by simply building 4 wonders first. Instead two paths to victory should be implemented. The first being that the first alliance who builds all 7 wonders will win and crown. The second path being that if nobody builds all seven, then world will continue until the closing conditions (less than 300 players) are met. At the end of the world closing the team with the most wonders be it 6 wonders or just 2 wonders, will win but will not crown.
2) Tie breakers. Lets say three alliances tie at 2 wonders a piece and the closing conditions have been met with the closing counter at 0. The winning alliance will be determined by who has the best conquest ratio on the three tied alliances.
Alliance A's combined score on Alliance B and Alliance C's is the determining factor in this case. Not its overall score or city count. If Alliance A have a higher sum of conquests on the tied alliances than the tied alliance's total sum, then Alliance A is the winner. Because combined, they took more cities off the other teams.
If for some reason teams end up tied on the conquest counter then the winner is the team with the highest combined points and total BP.
3) Only one alliance can crown. This will prevent long term crown sharing. However the world can still continue until the closing conditions are met.
Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested? Probably something similar in there.
Reason:
I believe that this will continue to increase the fighting in the WW era rather than making it a sim fest for a few months. You still have to gain ground on your enemies to win and in this case, gaining ground can contribute to an overall victory.
Abuse Prevention:
I don't think is does. But i'm open to ideas of holes here and how to fix them.
Summary:
Bottom line WW could still use some improvement to make it an actual contest and a better end game experience. Not that the current way is terrible. Just that this might make it even better. I also feel that making it a blood bath will make money for Inno instead of having as many people fizzle out.