Surge Wars

Liking the game, and I’m sure you have a lot of improvements coming around, but thought I’d take a shot at suggesting a new idea, Surge Wars!

Surge Wars is a new game mode that pits guilds fighting against each other as they compete to clear the city of the infection. Guilds should be matched through a mix of strength and member count.

Each hero will only be able to used once throughout the entire war

This would be an event that runs at designated times (2-4 per month?)

The City: Due to the design of the city, the guilds wouldn’t start with their own complete region, but would instead start with four districts that make the most sense. Some suggestions are:

  • Guild 1: 17, 20, 25, 27 - Guild 2: 4, 6 ,8, 9
  • Guild 1: 5, 24, 25, 26 - Guild 2: 18, 19, 22, 23
  • Guild 1: 1, 2, 3, 6 - Guild 2: 11 ,13 ,14, 15

The remainder of districts would then be filled with mobs relative to the strength of both guilds.

Phase 1 - Register: (24 Hours): Members of guilds will have 24 hours to register for the event.

Phase 2 - Set up Defenses (24 Hours): Each guild will get one day to set up to three defensive teams in each district.

Phase 3 - Attack (24 Hours): Each guild will be able to attack any district that isn’t theirs:

  • Once a district is conquered, it cannot be attacked anymore
  • Guilds can only attack districts adjacent to districts they have conquered. (A new guild perk might allow the guild to have one surprise attack anywhere that they can use)

Phase 4 - Review (24 Hours): The winning guild is calculated by territories conquered, complete regions conquered/owned, territories defended, and the amount of heroes left after an attack. The point system could get more complex, such as rewarding attackers for using less than 5 heroes and winning, etc.

5 Likes

Interesting!

I’m sure the dev team can find a way to cut the Phase 4: Review Time down, as well. Waiting 24 full hours for the next war seems a little long to me! Maybe Surge Wars can follow our regularly scheduled Surge & be a week-long event. I also feel it’d make war more competitive if we were able to re-capture areas & make the win that much more satisfying, being able to see who holds the majority by the end of every war!

  • 16 Hours Surge Wars, 8 Hours Cooldown: During the cooldown period, guilds can change their defenses or choose to opt members in/out. In addition to this, I’d like for there to be a “War Check-In” (applicable to all Guild Leaders & Champions, maybe Officers?), that way we can ensure we’re fighting against active guilds! If a guild fails to check-in for their next war, they drop off the war roster until the next day.

  • Captured zones would use the same defending teams. So, essentially, you’d end up fighting your own teammates to reclaim a territory!

  • We could still implement a 24hr Downtime, but I would push to have that at the end of the week. So the final point totals can be tallied & guilds can be ranked accordingly.

I agree that rewarding attackers for having heroes leftover or for not using full teams would be way too complex. After all, why aren’t we given bonus perk points/Surge tokens for not using full teams in regular Surge? (On the contrary, I believe we should be rewarded for giving our all in a fight! But, again… too unnecessarily complex for a point system.) As an alternative, with the re-capturing system, the end tally could give guilds additional points for having reclaimed an area that was held by allies at the start (once, doesn’t account for multiple recaptures throughout the battle).

But, who knows… my suggestion might break the system :thinking:. Still, this is a really great concept for guild wars. I hope the devs & others can help you expand on this!

2 Likes

The recapturing thing is a great idea as well! It could help alleviate some concerns I was thinking about where one guild could essentially surround the other’s districts and cut them off from capturing districts. Plus it would make the war more intense :slight_smile:

The time idea is something I kind of adapted from SWGOH’s Territory War’s where the wars actually only happen about 4 times a month. But I think your thoughts could work equally as well!

Thanks for the feedback/ideas! Maybe we can get a whole plan submitted to the dev’s :wink:

1 Like

Ohh, I see! Having it be 4x a month could totally work, too. It could be a sort of mid-week event!

I’d definitely prefer mid-week warring over mid-week contests. Plus… way less stressful than having a war everyday :rofl:. And, yes! If we could flesh out an entirely new mode & get it implemented, that’d be AMAZING!

2 Likes

I like the idea of war folks, but the one thing that sticks out is the downtime. Perblue doesn’t have a “cooldown” for war in any of their games. I’ve suggested a similar idea in the past and it wasn’t developed at all. Also for their war matching its a % up or down of the guilds total power. For an example: On Portal Quest the guilds actually have 3 days to finish their wars. Some guilds do it faster in roughly a day depending on who they get matched with. But, it’s up to the guild’s leaders to decide if they want a break or not.

They don’t use the same game mode for wars either. Essentially the surge is like fortress on Portal Quest or the crypt in Dragonsoul. It will be a totally new mode that will probably get released on S1 first to get feedback.

2 Likes

Having the Guild Leaders decide when to take a break could be a great idea as well!

1 Like

It seems PB hasn’t found a formula for war that they like yet, then? So, why not a time-sensitive war option?

In DragonSoul:

  • War requires at least 10 members opted in to fight.
  • Is a ticketbased system (tickets refreshed 1 every 12hrs w/ max capacity of 3).
  • Lasts a week, with each battle having a duration of 24hrs.
  • Battles are determined, like you said, by a rank %.

Allowing the leaders to choose when to start their wars made way for a heap of un-fairness in the war system & caused LOTS of rubberbanding in the ranking for everyone who wasn’t in the Top5 (ie: Guilds ranked 75 would often jump up into the Top30, then drop back to 80 because the fights were too intense). This was because:

  1. Guilds who had trouble/non-participants often dragged it out the entire 24hrs, usually until they won.
  2. Full guilds fighting against Half guilds meant less points. There was no “Ghost” system to make half guilds full.

I’m sure there’s more, but these were two of the biggest offenders in DS war & they penalized not only attacking guilds, but the guilds they were designated to fight as well. It got to the point where top guilds would literally beg people in Global/VIP to finish their fights every week to achieve some sort of rank consistency.

I admit: giving guilds the War Check-In option may reap the same results in rubberbanding. So, there may be something better… But, again, if PB really is changing up their war formula every game then what’s wrong with the current suggestions? If it’s not implemented, oh well. However, if some aspect of it is, then… yay community :wink:

1 Like
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