We have all seen the gazillion and one threads complaining about war matching. This isn’t another bash thread, so don’t start. It’s suggestions for a change to how war prep, matching, and battles are done that may address some of the difficulties in finding a matching algorithm that works across all player levels, alliance levels, etc.
- Opt-in phase at player level rather than alliance level. Making it default to opt out will eliminate inactive players from the wars before matchmaking, and having it before matchmaking won’t penalize alliances for players who don’t like wars.
- Prep phase occurs before matchmaking. During prep phase, each player sets up 6 defense teams and chooses the order in which to use them. As in attacking, a hero can only be used once. These defense teams cannot be changed after matchmaking is completed. If a player doesn’t have 30 heroes yet, the remaining spaces are filled with 1* trainer heroes to form a rainbow team. The selected heroes are locked for the duration of the war, so they cannot be fed away. As each team is killed, the next selected team takes their place after an appropriate cool down period, say 4 hours. Once all 6 teams are killed, that player cannot be attacked any more.
- Matchmaking phase. Match alliances based on the following criteria: Number of players opted in +/- 10%; Total power of all 6 defensive teams for all opted in players +/- 10%; Average player level for all opted in players +/- 10%. In order to prevent players from setting up unleveled 1* defenses to get an easier match, for each player, if the total power of your 30 defensive heroes is more than 10% lower than the total power of your top 30 heroes, your top 30 are used to calculate matching instead.
- War phase. Since defenders in a siege would generally have advantages such as cover, reinforced walls, etc, the defense teams in war should have some boosts as well. I like the random nature of the new system, and the fact that the arrows can no longer kill the attacker outright. I’d like to propose a couple of new possibilities. Cover: Attackers have a 10% chance to miss for 2 turns. Morale boost: Defenders gain +10% attack for 2 turns. Booby traps: Attackers get a -10% defense for 2 turns
Feel free to ask questions and pick holes in this. If you can think of exploits, let me know along with a way to prevent them.