How to win the War
Ending the event can be a defining moment, and making it dynamic can add to the excitement and satisfaction of players. Here are a few different approaches you could take for ending the War Event:
1. Time-Based Ending (End on Sunday)
Fixed End Time: The event ends at 20:00 on Sunday as originally planned, regardless of the situation on the battlefield.
Evaluation of Points: At the end of the event, the team with the most points (based on kills, town plots taken, and other metrics) is declared the winner. This type of ending keeps the timeline predictable, which players appreciate for planning purposes.
Advantages:
Players know exactly when the event will end and can prepare accordingly.
Keeps the event accessible to players who may only be able to participate at certain times.
Disadvantages:
A team that is dominating might be less motivated if they have to simply wait for the time to run out, reducing momentum.
2. Victory Point System (Dynamic Ending)
Victory by Points: Set a target score that a team must reach to win the war. For example, if a team reaches 5000 points (points accumulated through kills, sieges, and completing objectives), they win immediately.
Score Sources:
Killing Enemies: Each kill adds 10 points to the team.
Conquering Town Plots: Successfully capturing a town plot adds 50 points.
Special Objectives: Hidden objectives or missions, such as capturing a strategic point, could reward 100-200 points.
Advantages:
Adds urgency and competitiveness to the event, as teams strive to reach the target score.
Allows the possibility of the event ending early if one team proves dominant, making the conclusion more dramatic.
Disadvantages:
The event could end earlier than expected, which might be disappointing to some players looking forward to more playtime.
3. Elimination-Based Ending (Survival Mode)
Team Elimination: The event ends when all towns of one team are completely conquered or destroyed, or when a nation is reduced to fewer than a certain number of active players. This method is about attrition, and the last team standing wins.
Conditions for Elimination:
A team can be eliminated if all their towns are conquered.
The event also ends if the capital of one team falls and all remaining towns are unable to defend themselves.
Advantages:
A clear-cut ending that feels very conclusive.
Creates a sense of survival, encouraging players to defend as a last resort.
Disadvantages:
Risk of discouraging players if they lose early. Eliminated players might feel they have nothing left to do until the end of the event.
4. Combination Ending (Hybrid Approach)
Set a Deadline with a Victory Condition:
The event has a fixed end time on Sunday, but the event can also end earlier if one team reaches a certain victory condition.
Victory conditions could include reaching a target score, eliminating the enemy team by capturing their capital, or conquering a certain percentage of their land.
Advantages:
Combines the excitement of a dynamic victory with the predictability of a fixed end time.
Players can work toward either eliminating the opposing team or accumulating as many points as possible by the final deadline.
Disadvantages:
Complexity might make it harder for some players to follow if there are multiple win conditions.
5. Peace Negotiation Option
Introduce the possibility of a negotiated peace if both teams are equally matched or exhausted by the end of the event.
Negotiation Mechanics:
A leader from each team negotiates peace terms, with admin oversight.
Players could decide to split the spoils and share the titles or declare a truce that is celebrated at the end.
Advantages:
Gives players the agency to end the war on their own terms, which could be exciting for those interested in diplomacy.
Disadvantages:
It might feel less climactic for those hoping for a final, clear-cut victory.
Suggested Approach
A Combination Ending (Hybrid Approach) seems most suitable for maximizing excitement while maintaining structure:
Fixed End Time on Sunday at 20:00 to maintain predictability and ensure everyone knows when the event will end.
Dynamic Win Condition: If a team reaches 5000 points before the set end time, they win early. This ensures that if one team is clearly dominant, they can achieve victory sooner, adding urgency.
Victory by Capital: If one team successfully captures the other team's capital, that team immediately wins, adding a clear and dramatic way to end the event.
Implementation Example
Sunday 20:00: If no team has won by score or captured the capital, the team with the most points wins.
Reaching 5000 Points: A team wins instantly if they accumulate 5000 points at any time during the event.
Capital Conquest: If a team's capital falls, the event ends with the opposing team as the victor.
This hybrid approach ensures the event has an exciting finish that can happen naturally based on player performance, while also providing a clear end time to accommodate players who want to plan ahead. Let me know which approach resonates with you, or if you'd like to tweak any of these ideas!
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