Had an idea for a new mode and wanted to share it. Let me know what you think and fingers crossed the devs consider it.
So, basic idea is the mode would be available every day, like dungeon, but you only get one attempt per day.
You have ten battles to play, and as soon as you lose one, your incursion ends. Each battle is harder than the previous one, mainly in terms of enemy levels.
You gain rewards from each fight, which increase based on difficulty, so each battle gives more rewards than the one before. No chests or reward screens, or complicated points scoring, you just get better rewards from the battle. Again, similar to dungeon, but with varied instead of fixed rewards.
When you start an incursion, you get offered a choice of four “vaunts”. A vaunt is an extra penalty your team agrees to, in return for boosted rewards given in each battle. You basically bet that you can win, even with the penalty, and if you do, you get extra payment for the win.
You can take as many of the vaunts as you choose (out of the max of four), and their effects stack, as do the rewards. However, they will make battles more difficult to win, meaning it’s harder to complete the incursion and win all battles. That’s a trade-off you must decide before you begin.
The vaunts appear on your troops (and hero), in the effects area, like potions and delve traits do, along with the rewards they give. They aren’t removed by effects like stun and persist over all incursion battles, until you win them all or lose one. They do not affect other battles, only incursion battles.
The list of vaunts will reset each day, and are randomly chosen from a pool. Vaunts are fixed, so the same penalty will always give a specific reward. For example, a vaunt may say “Allied troops begin a battle frozen. You gain 5 jewels after each battle won.” for an easy vaunt, but could also say “Matching 4+ gems gives all allies a random negative status effect. You gain 15 dragonite after each battle won.” for a hard vaunt. Vaunts are colour coded by difficulty, with harder vaunts giving rarer rewards.
Each battle in the incursion is a stand-alone battle. Unlike delves, you can swap teams between battles (unless you take a vaunt that prevents this) and nothing carries over between battles, so if a troop dies in a battle, it’s not dead at the start of the next battle, for example. However, losing a troop during a battle earns you a “forfeit”.
Forfeits are similar to vaunts, however they do not grant rewards, and their rarity is tied to the level of the battle. So, if you lose a troop in the first battle, you’ll get a minor forfeit, but if you lose a troop in the ninth battle, you’ll get a much more severe forfeit.
While forfeits make battles tougher, they never have any effect on rewards.
So, like traps in dungeons, certain effects (vaunts and forfeits) persist in all battles until the end of the incursion. However, unlike dungeons, these are selected or earned, rather than randomly assigned.
Battles give general rewards like gold, glory, or gems, as default, with the amounts increasing each battle (plus any vaunt rewards), however the final battle will be against an enemy team with a mythic or boss troop, and will always grant a small amount of a rare currency (such as cursed runes, dragonite or gold marks). This is the “prime reward”.
The prime reward for the incursion is randomly chosen each day, and will be the same for every player (both in type and amount) who wins the tenth battle on that day. However, there will be a small pool of highly desirable currencies it is chosen from (NOT stuff like gold, glory or silver marks).
However, the amount of prime reward currency given is increased for each vaunt you have. So, as well as the specific rewards granted by the vaunt itself, the vaunt also improves the final reward, if you manage to win every battle with the vaunt. Vaunts grant specific percentage boosts to the reward, based on how difficult they are, so an easy vaunt might grant 50% extra, while a hard vaunt might grant 150% extra. This is listed when selecting vaunts.
Taking vaunts and being tactical in how you choose them, is the best way to get great rewards from an incursion, however players will need to be careful how many vaunts they take and which they choose, as taking too many can cause them to wind up with forfeits or even end the incursion early and miss out on prime rewards.
Unlike PvP and underspire, there are no restrictions on troops, weapons, colours, kingdoms or classes during an incursion (unless given by a vaunt), and hero gems will not appear during incursion battles.
What do you think?