Suggestion: Invasion Scaling

Invasions won’t always have a full team defending so i would like to suggest 4 changes to invasions which encourage participation, signup and even fighting when not full group.

  1. Downgrades should be dependent on wave number

  2. Coin & Azoth reward should be dependent on wave number & top 25 should gain 1-25% additional to encourage players.

  3. For every 1 player missing, damage, health & stamina of enemies will be reduced by 0.5%. this is not much but it makes things slightly more fair. and 0.5 seconds added to between catapult/mortar shots per missing player.

  4. signing up but not recieving an invite, or getting kicked before the event starts but online from start to end of event should award benchers 5% of the reward. except for chest of course.

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I like all of these suggestions and I like they still keep the integrity and risk the invasions bring. To keep players trying they could make it like every wave after wave 6 blocks a downgrade so you still need to win to see the full reward but your progress actually makes a difference with that system and scaling rewards based on the wave aswell. Point 4 atleast addresses the issue of players being kicked. I know youre thread doesnt say this but ive seen suggestions that the kick feature should be removed, which i disagree with, but this would be atleast a nice way to compensate those players in some way.

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thank you :slight_smile: and yes, having a reward depending on performance personal & Teritory even if results in a loss would make heaven and earth difference. especially when its top 25 and upwards since that just means top 50% rather than top 3 or 10% which are less obtainable but also gives greater rewards the higher the performance without making it extreme tuhs a healthy encouragement.

they could even raise the max downgrades so the current downgrades equals downgrades after wave 1 or 2 has been cleared and doing nothing results in higher loss.

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