Thank you for the detailed feedback! News item #1:
An “invisible,” but important update is coming in the near future that will change the way matchmaking works:
Why are we doing this?
- Players will now be matched with other players who are up to three levels above or below them (it used to be five to ten levels).
- The top 1,000 players on the leaderboard will be matched with each other while minimizing level differences.
- Players with different levels of development will have different limits on “incoming” attacks within a 24-hour period. In the current version the limit is five attacks in a 24-hour period, but after the update it will range from three to seven.
First of all, we want to make player rankings as mobile as possible; second, matching players with similar levels makes the game more interesting. Most of the feedback we’ve received has touched on these two issues in particular.News item #2:
In the next “visible” update (which will be available in about two weeks) you can expect a serious reform of the “game nucleus.”
A detailed list of improvements with explanations will be published in a separate illustrated post, but for now I will describe what we’re preparing in general terms:
About your questions:
- Attacking enemy bases with the “three star” system: all you have to do to win is earn at least one star (you get one star for destroying the HQ, two for 50% base HP, and three for completely destroying the base).
- Earning resources regardless of winning conditions: in order to earn resources you need to attack depots, resource-gathering structures, and the HQ. Resources can be earned even if the attacking side is defeated.
- The construction space on the base will be divided into smaller squares (one current square will equal four new squares). As a result, you will have more freedom in how you place your structures. The rules for powering structures will remain the same.
- The HQ can now be moved like any other building.
- Tesla Traps will now take up one small square (they currently take up four large squares), and it will be possible to place them right next to each other, thus increasing their firepower.
- Bases will now have Walls. One wall section will take up one small square.
- Attaching and changing defense objects (plating, cannons, energy fields) will now happen instantly and will not depend on the construction queue.
- Forests will now slow down the movement of robots. This is the first change within the framework of a more realistic game space.
- Fuel vs. Repairs
We aren’t going to make any hasty decisions regarding the fuel vs. repairs problem. We will base our solution on the following principles: the new mechanic should make the game more interesting, and not cut off in-game activity; it should reward skilled players for fighting effectively and punish mistakes; the number of battles in a 24-hour period should be enough for full-fledged play; no group of players (including paying players and hardcore players) should get a radical advantage when using the new mechanic.
- Squad Weight Limit
We aren’t going to make any major changes here either. First of all, Titans will feature a lot of rare and lighter components as time goes on, and second, squad management is an important aspect of the game. One possible solution would be to require players to pay more to deploy a very heavy squad into battle.
- Game Improvement Recommendations
We get a lot of suggestions about how to improve the game, and we look into virtually all of them and research how they might fit into our current plans. I’m going to publish a full list of upcoming changes in the near future so we can discuss it together and make it better. Thanks!