I think we need mechanically enforced small scale PVP to escape the deathball monotony.
Idea 1: Domoths.
Domoths are boring. Most go unchallenged because it’s too easy to wait for your team to have overwhelming numbers before you initiate a claim or upgrade.
This idea requires a coded way for organizations to be allies/enemies, but essentially, when a domoth is challenged and pops onto a bubble, it spits out a random (let’s say 6 to 10) number of participants that can access the bubble.
So if 10 pops, then 5 people from one alliance can fight 5 people from the other alliance. This incentivizes people who want to participate in these specialized conflicts to “get good” and be chosen for their alliance to attend.
Timequakes, villages, wild nodes, etc. remain as the mass participation mechanics that everyone can jump in and (lol) enjoy.
Idea 2: Org vs. Org conflict events.
Have specific events that happen once or twice a game year that only Magnagora vs. Celest, Serenwilde vs. Glomdoring, Halifax vs. Gaudiguch can participate in. I don’t care if there’s a mechanical benefit, fluff and daily credits are good enough.
This way, even if you don’t have the numbers to engage in alliance-wide conflict, you can field a team of your orgmates and duke it out against your hated enemies for glory or whatever.
I think the benefit of systems like this, other than not getting instantly nuked by large enemy teams or not having enough people to participate all together, is that it gives people more of a chance to practice and occasionally get a win without being overwhelmed, builds skill and confidence for larger scale combat, and breaks up the monotony of current deathball mechanics for something a little more dynamic.
Is this something others would like to see? Any better ideas for how to make it happen?