Skull are used to determine the winner of an alliance war. The number of skulls a player can earn from target is determined by the formula: 300 + 6 x (Target Hero Level).
One of the major issues with this concept is that any king who invests gold to improve his offensive spells/units instead of defensive play is vulnerable to losing more skulls during alliance war. If they spend the gold in defense, they become weak in offense. And if they try to balance both offense and defense (for which you need to have a good understanding of all units/structures and future vision), the game just gets boring and really slow (as u don’t have much fun in offense or defense).
The game also offers warrior packages (5+ hero level up) from time to time which is good if a king wants to improve his offensive play but at the same time his base has more skulls to offer in alliance wars.
This skull system makes the game unnecessarily more competitive where high level alliances demands their players to be strong in both defense and offense for their current level (Which can only be achieved if you have patience to play for a long time on improvements or if you have actual money to spend on game).
Solution: Rather than basing the skull count on king level, it should be based on the strength of base defense getting attacked and offensive abilities of attacking king.
Concept of Base Rating: Base rating basically means numeric value which suggest the overall strength of the base. Each unit/structure should have a numeric value attached to it.
Un-boosted barricades = 3
Boosted barricades = 6
Un-boosted knights = 3
Boosted Knights = 6
Note: The numeric value attached to a unit/structure should depend on the following factors
i) Level of unit/structure used in all waves.
ii) Number of units and type of units used in all waves.
iii) Whether the unit/structure is boosted or un-boosted.
iv) Unit/structure’s upgrade level based on the fiefdom count.
The base rating does not depend on how they are arranged (arrangement purely depends on a player’s choice and their understanding of design of their base), nor does it depend on the win/loosing ratio of king’s defense.
Base rating can have a initial value (number of skulls a king will loose at minimum regardless of how his base is). This will make sure that opponents gets a definite amount of skulls at minimum for raiding the opponents base.
Concept of Item level: Item level is the numeric value attached to each piece of gear the king equips. The item level gives an idea of how strong the king’s gear is. Item level does not depend on which stats it has to offer (it can be either leadership boost, scream boost, gold boost etc. purely depends on king’s choice).
Gold item at level 63 = 63
Purple item at level 63 = 60
Gold item at level 70 = 70
Concept of Offense Rating: Offense rating basically means numeric value which can determine how strong king’s offensive abilities are.
The offense rating depends on the following factors:
1) Strength of units king uses for offense (same as base rating)
2) Strength of spells used by king (numeric value attached to strength of spell based on its level)
3) Number of units and spells king can equip for offense.
4) Summation of item level of all items equipped by the king.
5) Current level of king.
The offense rating of king helps to determine how many skulls he can obtain from another player:
i) If a king with high offense rating attacks a king with lower base rating, the king will get less than 100% skulls of that what currently the king getting attacked has to offer.
ii) If a king with lower offense rating attacks a king with higher base rating, the attacking king will get bonus skulls.
I haven’t don’t calculations on the percentage of reduced/bonus skulls a king should get on attack, I will leave it on Flaregames to decide the figures. This will make sure that kings with high offense rating don’t pound on kings with lower defense rating to farm skulls. They have to attack and equivalent/higher defense rating opponent in order to gain more skull count.
The combination of offense rating and defense rating in skull calculation will helps everyone to get a fair chance at scoring/protecting their skulls during alliance wars. The combination will help solve issues for the following scenarios:
1) King with high offense rating attacking king with lower defense rating (won’t get enough skulls).
2) King with lower defense rating getting attacked from king with higher offense raring (won’t lose to many skulls)
3) King with lower offense rating attacking king with higher defense rating (will get awarded bonus skull for his efforts and skills)
4) If an alliance does not have defense elite boosts during war season, it gives them an equal chance to fight based on their skill level (offense) to defeat enemy bases.
5) If an alliance chooses to activate elite boosts during war season, surely their defense will be strong, but they will also be vulnerable to loose more skulls on defeat (So they will choose wisely which
boost to activate instead of blindly activating too many).
6) If a king chooses to increase his offense by buying warrior package, unit package or spell packages etc., he will be forced to attack high base rating kings in order to score more skulls.
7) If a king chooses to increase his defense by improving waves and units with gems, he will be vulnerable to losing more skulls.
1) Some might argue that attacking king can use scrolls for offense. Yes they can and in turn they will give gems to the base they are attacking. If you guys want, it can be used as a factor while determining
how many skulls king gets after attacking the base. I leave the choice up to you guys and flare to decide.
I welcome any suggestions to improve/change this theory. My main idea is to improve the current experience of alliance wars for everyone, so all thoughts and criticisms are welcome.