Changes are coming. But first we must have some spring cleaning. We have no less than four campaigns to get through this weekend. That is a lof of planets! So let's get right into it:
20:00 UTC 20:00 UTC 20:00 UTC Early start time this weekend!
Video of the Week: New Avalon https://youtu.be/Cnw83AftzzY
The rare lanner rush against Wolverines Rebirth!
Saiph looks to take down the political coup causing issues on planet Liao. Duchy of Small tries to stay relevant by launching the kitchen sink at factory world Tigress. Tikonov Task Force tries to triple their planet count on Styk. Blakists defend Tigress while Saiph defends Styk. There is a secret campaign somewhere in there as well.
Battle 243 Battle for Planet Liao
Saiph Triumvirate attack Liao from Zion
Planet defended by Neutral
Teams tied 1-1
Map 3 Plains TSA winner: Not played
Map 4 Northwind - TSA winner: Not played
Map 5 Warzone - TC - V06 winner: Not played
Battle 246 Battle for Planet Styk
Tikonov Task Force attack Styk from Shensi
Planet defended by Saiph Triumvirate
Defenders lead 2-1.
Map 4 Dune - TC - V02 winner: Not played
Map 5 Seaport - TC - V05 winner: Not played
Battle 247 Battle for Planet Tigress
Duchy of Small attack Tigress from Deneb Kaitos
Planet defended by Blakists
Attackers lead 1-0
Map 2 Urban Jungle - TC winner: Not played
Map 3 Kagoshima - TC winner: Not played
Map 4 Thunder Rift - TC winner: Not played
Map 5 Citytech - TC - V02 winner: Not played
Here are the changes being made to the meta game. The council still have to review all of this but it should take this general form:
Due to the rarity of clantech, it has a base 130% modifier. Fafnir and Daishi are 166% base modifier.
4.15a - Emergent factions
Should a Coup be successful,
A new faction will be created on the planet. The Defense Garrison that existed on the planet at the time of the coup becomes the Attack Fleet of the new planet. For as long as the faction holds only that single planet their Attack Fleet will also function as their Garrison. In the following turn the faction will receive the planets benefits normally, including any Intel/Esp points or Merc groups/Factory benefits. They are given the planets base economy per turn in money every turn they own the planet.
If they successfully attack a neighboring planet and then own two planets, Garrisons are generated for both planets. From their they will function normally as their own faction
4.16a - Gambit
Should two factions attack each other’s opposing planets from the same jump route, then a Gambit will take place. A Gambit is battle fought on Neutral Ground. The game is a Best of Seven game. No Raids. Only attack fleets may be used, no Mercenaries or Defense fleet assets may be used. A coin will be flipped. The winner of the flip gets to choose the first map and their spawn side. The other team will get their pick of map and side on the next map. This will go back and forth until the match is decided. Both teams must agree to the gambit. Each team will inform the referee of their intention to go ahead or pull out of the Gambit independently without informing the other team of their intentions (the two teams must be blind to each other’s feelings on the matter). If one team does not agree they will forfeit their attack for that turn and the team that did not backout will commence their declared attack as normal. If both teams wish to backout then a coin will be flipped to determine whose attack will commence as normal and both teams will be charged X Intel points.
Teams purchase an entire pack of any one asset using the pack system. This represents bulk contracts with manufacturers and provide appropriate discounts so long as the team owns the appropriate factory to generate discounts. All Clan tech is imported but via trade small discounts are provided.
Each team starts with five factories as follows:
Manufacturer Discounts IS/Clan
Discounts of the same type do not stack.
Prices are also affected by Backorder: A 300% modifier for every subsequent purchase of the same pack. The modifier decreases to 150% if one or fewer packs of the mech are ordered on the next turn. The price reverts to normal if multiple packs are not purchased for two straight turns.
In the Black Market, ALL variants are ALWAYS available. Teams can pick any variant they wish and purchase for the cost of the asset + a BV modifier + a fee.
BV modifiers are as follows:
BV1-2= -10%, BV3-4= +0% BV5-6= +10%, BV7-8= +20%, BV-9-10= +30%
The transaction fee is 15% of the purchase. Each subsequent purchase of the same variant in the same turn results in an additional 50% fee. These fees can be reduced by holding depot worlds.
Work begins on the new map rotation this weekend. Come play with us or help out with the changes at mwll.mekmaster.com teamspeak! More to add later.