Strategy ideas
1) Super easy - Pre-trained YA players.
In response to this thread from MaZweg https://www.mobamanager.gg/community/forum/topic/show/3250
Pre-trained YA players instantly available next day. The limit would be 18 and the price would be high to account for the convenience, however, the time taken to replace players would be reduced, leading to less frustration. Another advantage would be to reduce inflation by providing a money sink for players.
Here is how I propose the prices go.
https://cdn.discordapp.com/attachments/235878708492107787/300771431577550860/unknown.png
2) player roaming in strategy.
This is currently a bug that can randomly happen with laners, where they can gank other lanes. For example, mid could roam and join in ganking with the jungler. If this was an actual strategy option it could help increase the variety of strategies and it plays into my next point.
3) Player knowledge
An unused stat which I think I may have found a use for. Players will judge their opponents and check their relative stat level. If they have good knowledge they accurate judge their own strength and the strength of their opponents and decide if a particular fight is worth taking or not.
Players with low knowledge will just follow pre-defined orders and not take opportunities in-game or just keep inting when behind.
4) An actual vision system in game strategy.
This would actually make vision a game mechanic rather than a simple stat check. There will be pre-determined ward spots around the map and players who purchase vision will be able to randomly place wards in any one of these spots. The more invested the more frequently and deeper the wards are placed.
Each player will be given a safe / cautious / danger behavior modifier that exists beyond laning. When they have full vision of all players with no player imbalance or immediate threat, they go to safe, where they play more aggressively, increasing the chances of fighting and harassing.
When the status of an enemy is unknown (such as jungler has not been seen) then the players play as cautious. They would react more to the enemy rather than make aggressive moves and react randomly.
When the enemy is seen close by, the players go into danger mode, they retreat and avoid damage as much as they can. The sooner they see the opponent the sooner they can react.
Vision would also play a part in objectives. Each objective would need 1 player + 1 x number of unseen opponents to start. If the entire team is seen then a single player can take the objective whilst if the enemies are all unseen then all 5 will be needed.
Players will also use the safe / cautious / danger mechanic when moving around the map, they will be less willing to roam if they are in cautious mode and take safer routes to do so. Enemy player recalls would also need to be factored in, so a player seen recalling is counted as seen until they can reach an opponent's area.
5) Jungle Invades
Currently not working, the game sim does not consider the variety of invades that actually exist. There's 5 man invades, sneaky invades, late invades, buff steals, 2nd camp invades, counter jungling and jungle camping. All have their own unique way to attack the enemy jungler.
This could combine with vision and roaming, so vision can be used to spot the enemy jungler and take appropriate action, as well as roaming players can support the jungler in protecting or attacking the enemy jungler
6) Adaptive strategy
For any football manager fans out there, remember corner setups where you could select where your players go for attacking and defending? Well this is the same idea. You have 3 setups you can run. When your team is ahead / even / behind.
You can set up split push strategies such as 4 - 1, 3 - 2 or 1 - 3 – 1 for different stages in the game after laning phase, deciding which players attack each lane. There could also be a jungle role too where you have players floating in between 2 lanes to help out which ever needs help.
This could make each players strategy even more unique.
7) Unique champion abilities
Each champion would be provided one ability they can use as a sort of ultimate. This would make each champion more unique and not simply just a number of stats. These ultimate’s can have cooldowns to balance strength.
An example of this could be Sad mummy being able to stop the enemy team attacking for 5s, or Weather girl preventing X amount of damage landing on a nearby player. Starlight healer for example could provide a global heal or Master card could TP to lanes when roaming. Each ability would need to be carefully balanced to keep in check and need lots of testing, but it would make picks and bans a lot more interesting when certain comps come out.
There are just a few ideas I have been thinking off over the last few days, since the Indigo campaign is up and running those are just some of the ways I think the game engine can be improved to be more competitive and offer more unique strategies.