Hello everyone, once again I come to you with a new endgame. We are in the early stages of this concept, and just like we did with Domination we want to hear your thoughts and suggestions about it.
Just remember that we have not started development on this endgame yet, and things may change along the way, both because of your feedback and potential unforeseen technical issues.
The information about the new endgame is divided in 3 blog posts for easier understanding and consumption.
The first part focus on a more general overview of the new endgame, describing its main objectives and general rules.
The second part focus on Small and Large Ocean temples, all of its characteristics and rules.
And the third part focus on Olympus, covering all of its characteristics and rules, and the winning conditions of this endgame.
Part 1 – General overview
In the Temple Run endgame, Temples filled with enemy units will spawn around Greece and it will be up to you to conquer and hold them to win the favor of the gods. There are 3 different types of temples and they will be unlocked sequentially until finally you are trying to win the Gods by conquering Olympus. I will detail how all of this will work in the following paragraphs.
Just like in the Domination endgame, this endgame only starts after an initial period of time, this allows for the world to evolve enough to provide a healthy endgame experience.
We will follow the same rules as we do in domination to determine how long it takes for the endgame to start. This time is based on both world speed and world config. The system then takes these two values and determines the amount of time it will take to start the Ocean Temple spawn stage.
Temple spawn stage
In this stage temples will spawn for alliances to conquer and hold. The spawning of these temples is directly connected to the size of the world, so for each world size we have different amounts of temples being spawned. See world sizes below.
The temples spawn stage will be divided in 3 parts:
- Small Ocean Temples: In this part several Ocean temples are spawned across all populated oceans and alliances need to conquer a percentage of them to unlock the next part.
- Large Ocean Temples: In this part 4 large ocean temples are spawned in the world, and alliances need to conquer all of them to unlock Olympus.
- Olympus: In this part all alliances have to fight to conquer and hold Olympus and then win the world.
To make sure the players have the best experience in this endgame we need to take into account the size of the world, since we need to determine how many temples of each type will spawn and where. To determine this we will have settings that will be pre defined at the start of each world, this will allow us to cater to the different sizes of worlds in different countries. Each option on this new setting will determine the number of islands that will be open for players in the entire world.
New islands will not be unlocked in this endgame, all islands will be unlocked directly from the start of the world and players will be able to settle on any of them. This creates a very different experience from the start, but also consider that not all oceans will be available to settle in. The limited amount of islands should create large enough play area, but also tight enough to promote battle.
These numbers are based on data analysis.
The world size will influence several rules in the Temple Run endgame, things like number and positions of temples, amount of temples that need to be controlled, and others.
Conquering a temple
Conquering a temple works the same way as conquering a city, it does not matter what system is being played, while conquering a temple the Siege/Revolt rules apply the same way.
One main difference is that a conquered temple will not have its ownership associated with a player, instead it will be associated with an Alliance. This means that players do not need a city slot to conquer a temple.
Players cannot support unconquered temples, the only exception is if they are under siege/revolt. Support commands towards an unconquered temple are sent back on arrival.
Everything else works the same:
- Players need to destroy the units defending the temple.
- Players need to land a Colony ship in the temple.
- Conquest: Players need to hold a siege on the targeted temple.
- Revolt: Players need to land a Colony ship in the temple while a revolt is ongoing.
Once conquered, the temple instantly gets a Shield, protecting it from all attacks for the next 24hrs. Any attacks directed towards a shielded temple should be returned without a battle.
If an Alliance that owns a temple is dissolved, the temple immediately returns to having no owner and refills its troops to the initial value.
Winning the world
When an Alliance conquers Olympus a timer begins counting the time said alliance has to hold Olympus for. If the alliance reaches a predetermined duration of control, said alliance wins the world. If for any reason this alliance loses control over Olympus, the timer stops but it is not reset, when the same alliance conquers Olympus again the timer keeps going from where it stopped.
The first alliance that is able to hold Olympus for a total of 30 days (this is not a final number and will be affected by world speed), wins the blessing of the gods and the world.
The first 24hrs do not count for the win timer as Olympus will be protected by a shield.
The winners of the world are then rewarded with a new artifact, exactly like we do for Domination. This artifact is not yet decided, I am still considering what it will be.
- 5% favor cost reduction to all mythical units.
- 5% recruitment time reduction for mythical units
End of the world Peace time
After the world has been won we start a peace time for 14 days, just like we do for domination.