Topic: Tyrant: General Tyrant Discussion /
This is a cross post with synapse’s feedback page here: https://synapsegames.uservoice.com/forums/141585-tyrant/suggestions/2693627-team-gauntlet-pve-alternative-to-grinding-and-rai
Warning: Impending wall of text! This is a somewhat in-depth proposal for a new event meant as a challenging, entertaining, and rewarding alternative to mission grinding and raids. TL:DR version at the end (ctrl+F for TL:DR to find it).
The Problem: Post-mission energy sinks are monotonous. Raids are an exercise in spamming prebuilt decks through some 350+ (minimum) battles against (slight variations on) one opponent. Cooperation is minimal, there is little real challenge (pick a deck from a guide or get your ass handed to you), new raids bring only fake difficulty (Meta for a higher win percent! Woo!), and the rewards are… underwhelming (how many of these cards are obsolete before a player even earns them?). Mission grinding is… well, grinding. All in all, the endgame prospect for Tyrant is not challenging, entertaining, or, well, fun. Perhaps it’s time for something fresh?
I hold out for your consideration a new mechanic that seeks to present a greater tactical and organizational challenge to participants, require and reward cooperation and coordination, and generally provide greater challenge and fun without leaning too heavily on the crutch of fake difficulty. For the sake of concept, I call it ‘Gauntlet’.
Gauntlet, in the form presented here, is intended as a smaller, faster, daily event. For the sake of example, I’ll say 8 participants, but this can be scaled up or down for different Gauntlets. A player may partake in one Gauntlet each day; there is no cooldown timer, but once a player has entered a Gauntlet they will not be able to enter another until the day rollover (when daily chances refresh, for instance). Entering or creating a Gauntlet costs a flat fee in energy (let’s say 75, and this cost is the same whether you are creating or just joining) and there are no more costs involved in the event.
Upon entry a player is prompted to select one deck from their roster to use: the player will only be able to use this one deck, unedited, throughout the entire Gauntlet! The Gauntlet itself is much like a raid boss, but instead a single deck from a set pool of cards, the Gauntlet opponent rotates between several pre-set archetypes for that given Gauntlet with some variation within (such as a set card across all archetypes or a few random slots in each). Notable, though, is that Gauntlet decks are similar in strength to player decks, as opposed to up-powered raid boss cards. Each archetype is intended to halt a different type of player deck, generally by countering a player deck type, speed, or card faction; this prevents soloing and demands team coordination. Each participant begins the raid with a set number of lives (let’s say 4, for the sake of example). A life is lost to a player each time they attack the Gauntlet and lose; once out of lives, that participant can no longer fight. However, the participants are not fighting blind! The Gauntlet shows its cards for all participants to see, so it is up to the participants to decide who should clear the current opponent. Each time a player wins the Gauntlet retires its current deck and selects a different archetype from its roster, re-randomizes any random elements to this deck, and presents it to the participants as their next challenge. The ultimate goal of the Gauntlet is to either reach a target number of wins (say 60 wins for a 8-participant 4-life-each Gauntlet) before all participants run out of lives. There may also be a timer, perhaps six hours, though this is intended close down failed Gauntlet runs that linger due to inactive non-‘dead’ participants.
TL:DR version, or a reference for the rest:
Gauntlet costs a one-time energy fee to create OR join.
*Players can only bring ONE deck to the gauntlet. Once they pick one, they’re stuck with it for the duration. Teams will need to arrange who-brings-what.
*Players can see the Gauntlet’s deck they will be fighting before they attack, and the deck will be the same no matter which player attacks it. Teams will need to arrange who-attacks-what.Gauntlet battles cost no energy to fight, but LOSING a battle costs the player a ‘life’. A player with no lives cannot attack; it’s up to their teammates to finish the Gauntlet.
*The Gauntlet’s deck changes each time it loses, usually into a completely different deck type. Higher-level Gauntlets will also rotate card factions.
*Gauntlet decks are of similar strength to player decks, with less use of high-power AI-only cards than is seen in Raids.
*All participants receive a reward of the Gauntlet run is successful, though players who contribute nothing may receive only a partial reward.
*Gauntlets are meant to be shorter but more engaging than raids, playing out in one-half to three hours based on the selected Gauntlet and player activity.
Ideally the rewards should be worth the time and energy spent; we already have plenty of Raids to leeching player resources. Some possible rewards for Gauntlet:
-gold and exp, possibly slated to offer good return on the energy fee (as a lively partial alternative to mission gold grinding);
-a random reward card from a Gauntlet-specific roster;
-‘honor’ or some other increment towards unlockable purchases in the store;
-some other reward;
-some combination of the above.
HOLY CRAP THE LACK OF LINE BREAKS MURDERS THIS THING