Christmas fever commanders
Posted: Mon Nov 30, 2020 1:31 pm
So let's align on terminology to make everything clear first:
Special reward: reward from hitting a fever commander, typically between 30 and 200k gold, or very rarely a HT
Capture reward: reward from capturing fever commander, can be very variable but id estimate a range around 100-600k gold
Kill reward: reward from capturing fever commander, double the capture reward (decreasing based on how many times you've captured them)
Injury reward: reward from injuring a fever commander, nothing
So currently from the (albeit non-exhaustive) testing I did on the staging site, it seems like there's a significant imbalance that can really mess up the cost/reward of going for these pvps. Generally speaking the first hit always hurts like a truck and results in a massive hospital bill (unless ur hitting cav with anticav or something) this will typically cost you 1-2 mil
I understand that the intention here is that you need to whittle them down and bear through the initial hit so you can reap the different rewards I listed above from hitting them when their armies are weakened. If that is the balance intention there seems to be a flaw, because you can often keep hitting a target and end up taking 2-4 mil in hospital bills and eventually just injure the enemy commander, which should be rewarded, but is instead punished because it prevents you from claiming a capture reward or a kill reward (very high opportunity cost as you can no longer hit them to get capture/kill reward).
In any case you get the special reward it seems for the first 2 hits which is a nice bonus but doesn't make fighting the commander worthwhile (except when you get a HT, which is quite rare)
Overall without implementing a better reward to make up for the opportunity cost, it feels like playing roullete, where after you've made the investment and sunk 2-4 mil in hospital bills (or spent HTs) you're just praying you don't injure the commander which is quite unpredictable at that stage.
A possible fix could be: getting half of the fever commander's gold when you injure them (similar to capture) - this is ideal in my opinion as it makes it so that injuring is still worse than capturing (as you will not be able to hit again for a potential kill to get the rest of their gold) but isn't so bad that it's not viable
A second solution could to allow hitting a fever commander even when injured but this essentially makes the injury worthless and a worse solution in my opinion
I hope this provides some insight and leads to a possible fix
Cheers,
Monacle
Special reward: reward from hitting a fever commander, typically between 30 and 200k gold, or very rarely a HT
Capture reward: reward from capturing fever commander, can be very variable but id estimate a range around 100-600k gold
Kill reward: reward from capturing fever commander, double the capture reward (decreasing based on how many times you've captured them)
Injury reward: reward from injuring a fever commander, nothing
So currently from the (albeit non-exhaustive) testing I did on the staging site, it seems like there's a significant imbalance that can really mess up the cost/reward of going for these pvps. Generally speaking the first hit always hurts like a truck and results in a massive hospital bill (unless ur hitting cav with anticav or something) this will typically cost you 1-2 mil
I understand that the intention here is that you need to whittle them down and bear through the initial hit so you can reap the different rewards I listed above from hitting them when their armies are weakened. If that is the balance intention there seems to be a flaw, because you can often keep hitting a target and end up taking 2-4 mil in hospital bills and eventually just injure the enemy commander, which should be rewarded, but is instead punished because it prevents you from claiming a capture reward or a kill reward (very high opportunity cost as you can no longer hit them to get capture/kill reward).
In any case you get the special reward it seems for the first 2 hits which is a nice bonus but doesn't make fighting the commander worthwhile (except when you get a HT, which is quite rare)
Overall without implementing a better reward to make up for the opportunity cost, it feels like playing roullete, where after you've made the investment and sunk 2-4 mil in hospital bills (or spent HTs) you're just praying you don't injure the commander which is quite unpredictable at that stage.
A possible fix could be: getting half of the fever commander's gold when you injure them (similar to capture) - this is ideal in my opinion as it makes it so that injuring is still worse than capturing (as you will not be able to hit again for a potential kill to get the rest of their gold) but isn't so bad that it's not viable
A second solution could to allow hitting a fever commander even when injured but this essentially makes the injury worthless and a worse solution in my opinion
I hope this provides some insight and leads to a possible fix
Cheers,
Monacle