when one mission in a rank takes significantly longer to complete than other missions in the rank, the rank functionally becomes a one-mission rank. all missions within a rank should be calibrated to end at about the same time, which will promote progress and a feeling of accomplishment and reduce the amount of actions going to waste, without necessarily changing the outcome when compared to the current system.
in our experience, the time between the completion of our first mission and our final mission within the same rank can be several days. for the ranks shown in the graphs above (exploration 4 in green and defense 3 in red) the time between the completion of our first mission and our final mission is about three days. that’s too long. that’s too much downtime.
ludia knows the rate at which an average active player accomplishes a task. the solution is simple: choose an amount of time to be spent at each rank and choose a goal for each mission within that rank that can be completed by an alliance of fifty average active players within that amount of time. setting the goal is a multiplication problem: time X 50 X rate of task.
how much time should be given to each rank? each rank should be twice as difficult as the previous rank and therefore take twice as much time. rank 1 should take 1X time, rank 2 should take 2X time, rank 3 should take 4X time, etc. therefore, the week can be divided into five segments that can allow an alliance of fifty average active players to hit rank 5 exactly at the end of the week.
all times from start of week (t = 0):
rank 1: requires ~0.23 days. completes at ~0d 05h 25m.
rank 2: requires ~0.45 days. completes at ~0d 16h 15m.
rank 3: requires ~0.90 days. completes at ~1d 13h 56m.
rank 4: requires ~1.81 days. completes at ~3d 19h 17m.
rank 5: requires ~3.60 days. completes at ~7d 00h 00m.
of course, outcomes will vary due to alliance size and alliance activity. this type of alliance mission design would create more excitement as alliances try to beat the average and come in just under the wire.