Ok, I’ll be nice. But just this once Follow me here tho…
Teammates will not be discouraged from helping each other, in fact it will be entirely the opposite that would happen. Based on the level/strength discrepancies caused by mixing of F2P and P2P players, as well as the the facts surrounding base building & breeding (where a bad start or a lack of know-how can put you in a serious hole that takes months or longer to climb out of) then yes, in wars, players should be limited in the amount “help” they can give - especially since it will provide a depth in strategy.
Let me break it down…
You get 5 chances to help a potential of 5 teammates get potentially 5 flames. Most will have no problem doing this at all, but what will happen is that when teammates are backing against bigger players you won’t always reach that 5 flame mark and will have to be careful with who has remaining assists left to clear as many flames as possible on all targets. It will encourage players to work together with each other to save the assists allotted to their higher level players for those bigger bases, so you can’t just have everyone come on for war and have the highest level player non-chalantly walk through the other team’s bases. You still have 5 assists per player. Which means you only need 10 people in theory to do the backups for the entire team. But you’ll want those assists mostly coming from your mid-range players and your lower players working together, or with bigger players for wave follows to sneak them in past defenses. It wouldn’t change a whole lot about how wars work if you truly think about it for a minute, it would still mostly effect the biggest players and the closer the teams strength got (think in terms of Diamond) the harder and more incentivized these wars would get. In fact the more I think about it, the less I think “successful assists” should be applicable and instead any assist should count towards the limit, making them a much more valuable commodity.
What are the point of flames? Why even have 1, 2, 3, or 4 flame victories if we’re just gonna stay indoctrinated into thinking that 5 flames are the epitome of what war results should look like? Why have a 250 flame win count if that’s all it’s ever going to be and we’re just going to let defenses joined be the deciding factor in wars? Currently there is zero purpose for a 2nd player joining an attack other than spectating and picking up boosts. It should obviously matter in some way, especially if flame count is going to continue to be used to determine the success of a battle. The entire 250-flame-is-a-must mindset comes from before defense points were added to the game anyways and we just needed to make sure we were tying the enemy team. Every team in old diamond prior to defense points shared account information to make sure they always tied. That’s a fact. The way they structured those defense points are why wars and leagues continue to stagnate.
No. What would make this game interesting and fun again is relying on waves to sneak people through defenses to have a better CHANCE at those 5 flame victories, but sometimes having to just take those 1, 2, 3, or 4 flame wins for what they are sometimes.
Having to use 2 backers for a W of some kind because you just can’t catch an opening in the other teams defense so you gotta thug it out with 5 dragons and hope you can clear it. Some bases might get zero flamed just because of the adamance of enemy defenders and your teams lack of ability to defeat them or just that you can’t justify wasting anymore assists on that player. A 250/250 tie might turn into an anomaly where a tie was actually broken based on solid defensive effort and not just how many were joined.
These results would make people WANT to be online for wars again, if would make people WANT to keep an eye on defenses, and it would incentivize people to really start warring again in all leagues because the chance that they could move up and push people out of higher leagues would be a real thing. Because at that point, wins would no longer be guaranteed based on player strength being higher on one side than the other. It would obviously still help, but it wouldn’t be a for sure thing anymore. So yes, it might change what league you’re in and how you play the game with your team. It might make your bonds tighter or drive you away from each other. There are plenty of dependent factors at work there.
That fear of being pushed down from higher leagues would have teams in higher leagues trying to pad their ranking score with wins and needing to war to do so, also pushing some teams downward again. The way leagues in every other game or sport work because there should be no stagnation. It just doesn’t exist the way it does in this game in any other sport or game I’ve ever played. Wars should never have been based on this current defense counter based on joins. Even a simple change like the flame counter defense point system I’m talking about (4 flames = 1 defense point, 3 flame = 2, etc.) should be tried first if this kind of change is too extreme for people - but I honestly believe that both of these changes together could create a huge uptick in wars and activity for all.
Additionally, prizes do need to be boosted at that point as well. Because like I said, it all overlaps. The reward difference you get for events, token payouts for war wins, everything. Should all be more significant the higher you go to keep people warring and moving up and down the ladder.
But this change I’m proposing is more for the fun of the game. Sandbagging may always persist, but this change mixed in with the others would fix the part where they could dominate an entire team by themselves if they wanted/needed to.
I would much rather see wars ending with less than 250 flames. Or at least be decided by the amount of flames taken away in defenses. I would much rather see my entire team working together to see how they could preserve the assists of higher-strength players by helping each other instead of asking for a cakewalk. I would much rather see higher leagues forced to war again to maintain or lose their position no matter how strong they may be.
You could even make it so defense points mattered even without a tie like I said before which would add an even deeper element to them. So at the end of a war you add the total number of flames gained from victories to the number of defense points earned and that’s the winning number. So you could technically win more defensive wars as well by making the other team burn assists and failing on bases.
P.S. Dead last in Diamond 2 should net you higher prizes than first place in sapphire 1. And so on & so forth.
P.P.S. This should go without saying but if this is implemented, there should be an easy and visible way for all members to see how many assists each teammate has left available.
I’ll edit this later when I haven’t been up for 24 hours. Way later since I still have to be up but I hope it makes a little more sense and you don’t feel so bullied now.