Online vs Online Competition - PVP system
Hi there, coc team.
After the new game upgrade and the <quick 5v5 competition> that published several days ago, I have some ideas of PVP system. Let me present the system as below (with apology of my poor English):
It's a concept of 「online vs online competition」(not real-time). Just like the 2 players make layout-quizzes to each other, then both compete/compare the solutions.
First of all, the diagrams/graphics explanation.
Solo
http://i.imgur.com/3L91xaT.jpg
League/Ladder/Reward
http://i.imgur.com/wW4Mp3Q.jpg
Team Game
http://i.imgur.com/0TrYiQ5.jpg
Here comes the main process flow of the new PVP system in text:
(1)Before the competition, each player design 3 layouts and 3 group-forces(armies,spells), the contents depends on the player's current development and lab-tech.
(2)Start the game searching/matching by players' strength(Search your opponent by the ladder score).
(3)After 2 players get matched by system , each player display the opponent's level and lab-tech, then player choose 1 layout (from the 3 you designed) to meet enemy. (in 30 secs)
(4)Display the layout that your opponent had chosen, then the players choose 1 group-force to attack it(from the 3 you designed). (in 30 secs)
(5)Game competition, the 2 players attack each other. (about 3 mins)
(6)Display the result, get/lose ladder score. (Win the rewards at season's end. )
In addition to the designs steps/preparation, each game takes about 4 mins to complete.
More detail rules about the PVP system:
R1. Before the competition, each player design 3 layouts and 3 group-forces.
R1-1. The 3 layouts and 3 group-forces can be design in any arrangements BUT depends on the player's development and lab-tech.
R1-2. The designs can be saved.
R1-3. Spells are included in group-forces sets.
R1-4. It doesn't take time or resources to product armies/spells from barracks/factories.
R2. Entry qualifications.
R2-1. The competition entry qualifications may take <TH8 or above><Each game participate cooling time>.
R2-2. It's an online vs online game competition and the reward doesn't according the opponent's storage, so there is no Shield-Break.
R3. The system of matching & Leagues, Ladders:
R3-1. PVP game matching is up to player's ladder score, the ladder score can be grow/reduced by winning/losing games.
R3-2. Each player start PVP in bronze league. The ladders just like current league system.
(B→S→G→C→M→C→T→L, next season will restart for 1 game played)
R3-3. When matching is done, there is no "NEXT" button and there is only one chance to attack.
R3-4. Each player have 2 type ladder score, Solo & Team. The Solo ladder and Team ladder should be separated.
R4. The 2 steps of choose layouts and group-forces.
R4-1. Step 1, when matching finished, the screen displays my opponent's level and lab-tech. Thus, I choose a layout to oppose it.
(For example,if opponent's air force tech is much stronger than ground, I may choose an anti-air layout)
R4-2. Step 2, when layouts are confirmed, the screen displays the opponent's layout. Thus, I choose a force to attack.
(For example,if opponent chose an anti-air layout, I might choose a golem+wizard group to attack.)
R4-3. Each Step of choice must be done in 30 sec or it will start in default layout/force.
R5. The disconnection.
R5-1. When the matching is done, one player disconnected from the internet, the the player will start in default layout and force, and will be 0 star in result.
R5-2. Disconnect during the battle, the force you released will continue to finishing their jobs.(much like current game-disconnect mode)
R6. Castle forces.
R6-1. The castle contents depends on the your clan members had given.
R6-2. The castle forces will be used in attack and defense at the same time. (←...unreasonable here)
R6-3. Even if the castle force is not released at attack or alive at defense, the castle force can't be take back.
R7. Heroes/Buildings in upgrading.
R7-1. Heroes are under upgrading can't go attack.
R7-2. Buildings or traps which are in developing/upgrading, they show the current level status in games.
R7-3. All defend buildings/traps are full repaired and loaded.
R8. Result (The comparison of 2 players/teams)
R8-1. Winning or losing are judged by the stars-earning comparison.
R8-2. According the damage percentage if the players get the same stars-earning. (Like 2stars(60%) vs 2stars(55%), the former wins)
R8-3. 3stars(100%) vs 3stars(100%), a draw game here. (or depend on the time used)
R9. Resource rewards.
R9-1. For take the skill and technique in considering, the resource rewards should NOT be taken from the opponent's storage.
R9-2. The resource rewards only be given at the ladder season's end. Higher league/ranking, more reward. (Maybe 2 weeks is a cycle)
R9-3. The Solo ladder reward and multiplayer ladder reward are separated.
(Example:My personal 1vs1 ladder score is 4360/Champion, and my multiplayer ladder score is 1430/Gold, so the reward is different)
R10. Team competition(2vs2 or 3vs3....)
R10-1. The competition can team up with your clan members, then get team-matching.
R10-2. The orders depends on the town value(in clan war system)or ladder score. Then the attacks are one by one follow the orders.
(For example, A, B two teams make a 2vs2 competition, the orders are A1vsB1 and A2vsB2, each player get only one attack chance. )
(Neglect) R11. Some unique/experimental game changes in the PVP system.
However, it's not the usual farming/resource steal system, so there are many possibilities to make some unique game changes for the PVP gameplay(for more diverse strategy). Such as new spells, extra bonus in battle/defense.
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Addition:
A1. All the rules above are modifiable.
A2. Instead of real-time competition, the both players don't have to full-time linked each other.
A3. The defense and attack are the same important. So there is no high-att/low-def gameplay method to confuse matching system.
A4. Advantages and disadvantages.
Advantages
A4-1-1. Players can practice 「Maximum Forces Attack Strategy」in usual gameplay, not only for clan wars.
A4-1-2. The attack/defend ability are much more diverse. Not only for resources catching.
A4-1-3. The new competition/ladder may cause the clan members have more intention to donate/request high-cost armies.
Disadvantages
A4-2-1. Very huge game system change.
A4-2-2. Clan wars system participation may reduce more?(Clan wars system improvment is another topic)
Thanks for your patience.
Thinking about the 3 base option
Yobbo, one point to consider: for the part about making 3 bases and then the opponent chooses 1 of the 3 you picked, what would stop players from simply making the same base for all 3 of their bases? Or something really similar if supercell tried to program something to prevent that.
That is one point to consider. People could make 3 different bases but that gives the attacker the option to chose one they have seen before or feel more confident about. I can see people only putting the same defense three times, but maybe that is okay too. Some people could do that or throw in variation and have 3 different bases