Clan Wars is a successful 1v1 RT event. Thanks to CW, many players started caring about the strategic aspect of Warzone and high-level real-time games are being created. I have got an idea of how to improve CW which I think makes it even more appealing to players. Mostly to the strategic community, to M Hunters, Myth Busters, Prime and Harmony.
If you would dislike the changes, please say so below. If you would like the changes, please say so as well. This is currently a draft and may change a little. If you see a mistake, please notify me.
I would add ELO system for players, split rewards between two sources: receiving territories and gaining ELO. I would also do a minor change to the template pool.
Receiving terriotiresFocused on Idle rewards. Every player in a clan can join a slot. No 40 player cap, you can join more slots in one day. You get 1 point for victory or for the first participation that day. Get enough points to get a territory. Territories would not only give Idle benefits (like now), but also give Idle power-ups and a little bit of coins (which is currently a reward for clan ranking). Only the top 40 players (point-wise) in a clan contribute to gaining territory.
I suggest that every territory has a small reward on it (3 coins and a small cache for example).
Gaining ELO Focused on Classic rewards. Every player gets their own ELO.
Clan rating is a function of all ELO's of given clan's members which has the following properties:
(1) a member cannot decrease their clan rating by joining/losing a game
(2) the number of participants has diminishing returns (more players = better, but there wouldn't be much of a difference between having 30 or 40 players).
(3) the function doesn't have too big jumps (having one extra member join CW from your clan shouldn't be significantly better than two)
The reward for being a clan with the biggest rating would be prestige (clan position) and coins for clan members.
I strongly suggest using the following class of functions:
When it comes to function used. Let n the n-th best active player in clan (ELO-wise) I suggest that the first player contributes to clan rating with 0.592 of their ELO, the 10th player with 0.408 of their ELO, the 20th player with 0.21 of their ELO and 41st with 0 of their ELO. Everywhere between these points it is a linear function (the difference between contributions of 1st and 2nd player is the same as 4th and 5th). The idea is that TOP 10 players contribute 50% of the clan's potential, 11-20 with 30% of clan's potential and 21-40 with the remaining 20% of the clan's potential. This clan rating function is normalised (a clan with 40 players with the same ELO would have that ELO for rating).
Other changes. I suggest that the season lasts ~20 days and player is active once playing their min {10, length of season in days-2}-th game. I would keep current 3 SE, 3 MME and the 2v2 template and let the community vote for another three templates (this seems to be a very popular suggestion). Every season one template is added and removed (templates last 3 seasons). Every slot is guaranteed to have one SE template one (community-voted template or Strat 1v1). If a slot has more templates, the 3rd is chosen from 2v2 and MME LD templates (to make all templates have a similar probability to be present).
I also suggest that every active player receives for the clan rating calculation bonus ELO based on on how many templates he has at least one victory (+4 elo per template). That would encourage players to play all templates. The maximum bonus ELO is +36, which looking at 1v1 ladder helps, but shouldn't be game-changing.
Games are being created based on personal ELO (in case of team games use mean), not clan rating. It would be hard to make the optimal matchmaking algorithm (though some people in the comments might suggest one). I can show a decent, easy one:
1) Join all players in the given template in a pool. Remove them from the pool, once a game is created. Let N denote the current size of the pool. If N=1, give the one player free win, rise ELO by 1 and end. If N>1 and the pool has players just from one clan, no free wins and end. If the biggest clan has at least N/2-1 players in the pool, do a). Else, do b).
a) Look at the ELO difference between the top player in the biggest clan and outside the clan. Then look at the difference between the worst player in the biggest clan and outside. Match these, whos ELO difference is the lowest. GOTO 1)
b) Look at the ELO difference between the top player and the ELO of the top player who doesn't share a clan with the previously mentioned player. Look at the ELO difference between the worst player and the ELO of the worst player who doesn't share a clan with the previously mentioned player. Match these, whos ELO difference is the lowest. GOTO 1)I also suggest that once entering, a player would start with their clan's rating for ELO. If that is impossible, set it to 1.5k. Let players decrease their ELO.
Why do I think this system is an improvement for the current CW? Let's split the community to the biggest groups and discuss each group individually:
Causual players: players who play CW for fun. The change wouldn't affect them much but guaranteed SE template, ability to join even if their uncapped clan already has 40 members and ELO (=more balanced games) would be a small benefit.
Idle players: gaining a point just for daily participation would be nice for morale. Rewards for territories would also mean, that there would always be a reason for playing on CW (unlike now where after ~10 days ranking is set and you can't improve rewards at all by playing).
M Hunters and Myth Busters: CW no longer requires daily participation to be on top. There is more pressure on being good than on being active.
Strategic community: better matchmaking would mean, that elite players would fight elite players. Clan Wars would be a way how to get a high quality real-time game. It would be a working substitution for the real-time ladder. The current CW doesn't allow that (rating is clan-shared), nor does QM (rating increases slowly and not currently popular among elite players).