As it stands, the alliance campaigns are rather dull and don't feel much like "campaigns".
Instead of infinite health bosses in campaign, how about increasing power levels of enemies in multiple instances?
A wide variety of instances could be set, with each having adjustable power levels. The current alliance campaign bosses would serve as the bosses for these campaigns. Alliances would receive rewards for defeating the boss, as well as rewards for progress in the campaign.
Each campaign would have 10 missions that each be a random order of the created ones, with their power level adjusted depending on the player's own power level. This means that every campaign would be unique in the sense of what formations the player fought, and at what power level each group was at. Any formation of enemies could be selected for each mission, but no formation would be used twice. There could just be 10 premade formations that are put in a different order each time, giving players the opportunity to beat different ones each time if they can't beat them all, or there could even be many premade formations, with more added regularly to really keep things changing.
Mission 1: 50% of Player's Power Level
Mission 2: 75% of Player's Power Level
Mission 3: 100% of Player's Power Level
Mission 4: 150% of Player's Power Level
Mission 5: 200% of Player's Power Level
Mission 6: 250% of Player's Power Level
Mission 7: 300% of Player's Power Level
Mission 8: 350% of Player's Power Level
Mission 9: 400% of Player's Power Level
Mission 10: 500% of Player's Power Level
Players would advance as far into the campaign as possible, and then could continue to repeat the campaign with different units, or proceed to attack the boss, which would keep its own separate list of what units had been used already. Players could then either collect points on previous campaign missions, or collect points on the boss, with repeated attempts, to make additional campaign progress for their alliance. Their progress would be based on the sum of the power level of defeated enemies, plus a percentage of the power level of enemies lost against, based on the percentage of their health that was damaged, with different rewards for campaign progress compared to the Boss Damage dealt. The campaign itself would conclude when the alliance has reached a certain total of power level of all missions completed and boss damage dealt, based on the strength of the alliance. Alliances could increase this progress threshold by setting a larger amount of elemental tokens required to start the campaign. Increasing the progress would mean more tokens spent to start it, more time spent waiting to get it started, and more time taken to complete the campaign, but with increased rewards.
For the campaign mission progress, rewards for players would be randomly assorted between different amounts of loot based on their progress, with higher progress giving better loot. For this system, each possible resource the player could receive would have a value. This value would depend on how much it's determined to be worth. You could piggyback on your Gem Chest system to determine how much most things are worth, and come up with a value for things that aren't yet priced.
This reward threshold, based on the player's progress during that alliance campaign, could be their "Campaign Score". Each reward would be worth X amount of campaign score. Two campaign scores would be kept: A Skill Score, and a Power Score. Skill score would be the total % of player level completed, and Power Score would be the total power level completed.
For example, if a player with 80,000 power completed missions 1-4, and damaged 70% of mission 5, their Skill Score would be 515%, which is 50% + 75% + 100% + 150% + 140% (Which is 70% of 200%), and their Power Score would be 412,000, which is the sum of 40,000, 60,000, 80,000, 120,000, and 112,000 (70% of Mission 5's 160,000 Power Rating).
A random reward from the list is selected. A number from 1 to Player's Skill Score is generated. If the player's skill score was 412, from completing 412% of their power level as enemies, then a number from 1 to 412 is drawn. If that number of the player's campaign score is less than the amount of skill score required for the item, then the item is not given, and the selection process continues. Once an item has been found that the number was sufficient to earn, the value of that item will be removed from the remaining Skill Score for rewards.
For example, let's assume the system selected a Heroic Essence, which we will value at 200. If the player had 412 score, and this is the first item drafted (it would have to have been randomly selected from the list of rewards), then there is a 51.4% chance that the number will be above 200, so that the player can receive the essence that was randomly selected. If the number falls above 400, which in this case has a 3% chance of happening, then the player will receive two essences. If the number falls below 200, then the player will not receive the essence, and a new item is selected from those that have a value of 200 or less (or resources that can have their amount adjusted to the score). Let's say the number ended up being 190, and the player doesn't get an essence.
Now a new item is selected with a value of 190 or less. Let's say this time it rolls Earthstout Defender Emblem. As a rather common item, this might be valued at only 50. The player will now receive as many earthstout defender emblems as fit into 190. They receive 3 emblems, and 150 is reducted from their remaining rewards.
The next number is now selected between 1 and 262 (the remaining score). Let's say it falls on 90. Then the reward falls on Gold. The player will receive 74,160 Gold, which is equal to 0.9 (90%) x 0.2 (Gold value) x 412,000 (Power Score).
Let's say next it rolls Shadow Infiltrator, with a value of 150 points. With a value of 150 points, rolling this is giving the player a much more valuable reward than they would have gotten with defender emblems; but that's the luck of the draw, balancing both chance and effort into the reward. If the 1 to 172 rolls 150, they now receive the Shadow Infiltrator Emblem. Let's say they're lucky, and it rolls above 150.
Their remaining reward is 22. Once the remaining reward has fallen below 25, the remaining amount is converted into 18,128 Gold for the player which is combined with their 74,160 Gold reward for a total of 92,288 Gold, guaranteeing that they receive at least some small portion of gold.
The boss rewards could use the current system, or a new system similar to the mission progress rewards, but based on damage dealt to the Boss. Players would receive rewards based on both their campaign mission progress AND their boss fight damage, as well as increased rewards based on their contribution of elemental tokens. For example, if the player contributed 150 elemental tokens, then 150 could be added to their campaign reward percentage, making this player receive 562 worth of rewards.
In this particular situation, excluding token rewards, this player would have gotten 3 Earthstout Defender Emblems, 92,288 Gold, and a Shadow Infiltrator Emblem.
Guaranteed rewards could also be cut into this total, such as automatically converting 25% of their reward into a certain amount of tokens.
The player will not wait for this process, as it will be computed and not shown to the player until the result has been concluded.
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