Balance the game around leaking

The player's role should not be "never leak". The player's role should be a mix of "arm yourself with the best tools you can to kill the other King before the other team does it" and "build yourself up in such a way that you are able to defuse all enemy's attempts to kill your King".

What kind of changes and additions do I propose to develop more on that feeling?

1) Increase gold from waves by about 200%;



2) Introduce gold from completing wave back for about 25% of total gold from wave and maybe scale it down throughout the game;



3) Balance early game waves' power (1-5) to a level at which with only about 50% of creatures killed you can still have enough fighters for the next level to kill 100% with exception of mini boss wave;



4) Scale further waves gradually to a power level at which you must have gold from income to afford enough fighters to defeat them;



5) Introduce a new form of currency: King's Favor;



6) Introduce mercenary scalling;



7) Introduce interest rates for Gold, Mythium and Favor;



8) Introduce different upgrade technologies to increase interest rates for all the 3 different currencies;



9) Introduce different upgrade techonologies to increase gold from creatures, gold from mercenaries, gold from King's kills, workers' gather rate, favor received from King and income from summoning;



10) Introduce new mercenary-related mechanics;



11) Change Supply to require Favor instead of Mythium;



12) Introduce upgrade technologies to alter how much supply different fighters' tiers occupy;



13) Introduce a promote mechanic for fighters to increase their capabilities;



14) Introduce upgrade techonologies to augment and/or slightly change fighters' armor and damage types;



15) Change game design regarding playing in pairs - the classic "builder+incomer" -;



16) Introduce upgrade techonologies to augment King's fighting capabilities;



17) More levels;



18) Detailed statistics in real time during gameplay and after the game ends;



19) Increase differentiation amongst armor's and damage's types;



20) Introduce new kinds of armor and damage;



21) Introduce different economic and fighting bonuses to each civilisation and have them covered and shuffled as well when playing as Mastermind;



22) Introduce ways to control some aspects of fighters' AI and movement on the battlefield before they come to life.

What should those changes bring?

a) Increase dynamic range in the game: the difference between the lowest starting state and the highest possible late game state. This allows for more complexity and more difficulty, increasing the ability ceiling. This is good for competitiveness and game longevity.

b) More levers by which balance and fine tune the game.



c) Better differentiation between early, mid and late game phases.



d) More things to think of while playing = less time to think = more difficulty, more challenge, more differentiation between good players and the best.

Brief explanation and description of each new thing

King's Favor

this would be an important lever to balance pure incoming when playing in duo

Favor would be used to:



a) Upgrade Supply;

b) Upgrade Workers' gather rate;

c) Upgrade how much supply each Fighters' Tiers occupy;

Mercenary scalling

Upgradable interest rates for all currencies

New mercenary mechanics

New techonologies that alter how much supply a fighter takes

Promoting a fighter

Game Design concerning dual building

Upgrades for King's fighting capabilities

Detailed statistics

Differentiation amongst armor's and damage's types

New kinds of armor and damage