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Suggestion War Tokens – A Dynamic Conquest System

obuth

Well-Known Member
Guardian
Heya Lokans,

I’ve been thinking about this idea for a while, and I wanted to put it out there to see what you all think. This is a big idea, and I know something on this scale wouldn’t happen overnight. But if we’re looking for ways to keep conquest competitive throughout the entire month, then maybe this could be part of the solution.

Right now, conquest tends to follow the same pattern every month. One side snowballs early, and after the first week, the other side gives up. At that point, it’s no longer a real competition anymore. It’s just towns showing up because they have to, or worse, not showing up at all. No one likes to be in a fight they have no chance of winning, and that’s exactly what happens when the CP gap gets too big too quickly. Nobody wants to fight a battle they’ve already lost.

So, how do we fix this?

War Tokens (WT) would introduce a new layer of strategy to conquest, rewarding participation and allowing the underdog to fight back—not by getting a free advantage, but by using WT to make smart plays and force the leading side to keep earning their wins. If balanced properly, this would mean no more “gg” halfway through the month. Instead of towns/alliances feeling like they’re just waiting for the next conquest month, they’d have a reason to keep playing, keep strategizing, and keep pushing for a comeback.

That said, I know balance is everything here. This system only works if the side that’s behind can gain an edge through smart use of WT, while the leading side has to work harder to maintain their position. If the stronger side is better, they should still win—but they should have to keep proving it, not just ride an early lead to victory.

This idea is far from perfect, and that’s why I’m posting it here. Maybe it could turn into something solid, or maybe it’s just not realistic. Either way, I want to hear what you all think.

What Are War Tokens?

War Tokens (WT) are a new conquest currency earned through active participation in battles. Their objective is to increase strategy and competitiveness, giving towns and alliances new ways to adapt and fight back instead of falling into shambles and giving up.

However, WT cannot be spent during the first two weeks of the conquest cycle.

This is important for balance—the first half of the month remains the same as it is now, with towns fighting as usual to establish their lead. WT only comes into play in the second half of the month when CP gaps have started to undoubtedly form. This way, conquest doesn’t feel changed from the start, but it also doesn’t become a ''dead game'' halfway through.

The core idea:
The losing side in conquest can use WT to strategically counter the leading side, while the winning side has fewer WT resources, meaning they have to keep playing well to hold their lead. WT doesn’t guarantee a comeback, but it gives players a real reason to keep fighting.

The key here is balance. This idea isn’t meant to hand out free wins. It’s about creating more opportunities for underdog teams to turn things around through smart plays, making conquest an actual month-long competition instead of a one-week race.


How to Earn War Tokens

WT is earned only through active participation in conquest fights. Players do not earn WT for sitting out battles, AFKing, or fighting the same town over and over.


WT Earning System


  • Each player can earn a maximum of 100 WT per battle
  • Each town/alliance can earn a maximum of 4,000 WT per battle

ActionWT EarnedMax Cap Per Battle
Winning a battle50 WT50 WT per win
Losing a battle (but participating)25 WT25 WT per loss
Getting a kill5 WT per kill25 WT
Assisting in a kill2 WT per assist20 WT
Breaking a lamp10 WT20 WT
Defending the inhibitor/tgen for 6 minutes10 WT30 WT

Anti-Abuse Measures

WT should reward real battles, not exploits. To prevent abuse:


  • AFK players earn no WT.
  • Fighting the same town repeatedly reduces WT rewards (stops win-trading).
  • If a town loses 3+ battles in a row, their WT earnings drop (stops intentional losses to farm WT).
  • At least 3 players must be present from a town for full WT earnings.

How War Tokens Are Spent


WT can be spent in three key ways:


  1. Personal Battle Perks – Short-term buffs for a single player.
  2. Team-Wide Perks – Temporary advantages for the entire town/alliance.
  3. Town WT Investments – Permanent upgrades for town defenses & conquest abilities.

However, WT can only be spent after the first two weeks of the conquest cycle.

This ensures that the early battles still matter and that CP leads are earned naturally. Then, in the second half of the month, WT spending is introduced as a tool to keep conquest competitive.

Each player can spend a maximum of 100 WT per battle (unless adjusted by CP gap bonuses).
Each town can spend a maximum of 2,000 WT per battle (unless adjusted by CP gap bonuses).


WT Comeback System – The Underdog Edge


To ensure that the leading side doesn’t just easily stroll to victory, WT spending limits adjust dynamically based on the CP gap.

The losing side in conquest earns more WT and has a higher spending cap per battle, while the leading side has a reduced spending cap.


CP DifferenceBonus WT Earned Per PlayerWT Spending Cap per Battle (Per Team)Winning Side WT Reduction
0-50 CPNormal WT earnings2,000 WT max per teamNo reduction
51-100 CP+10% WT earned2,400 WT max per team-20% spending cap (1,600 WT max)
101-150 CP+20% WT earned2,800 WT max per team-40% spending cap (1,200 WT max)
151-200+ CP+30% WT earned3,200 WT max per team-60% spending cap (800 WT max)

Example Scenario:


  • Town A is 120 CP ahead of Town B.
  • Because the gap is in the 101-150 range, Town A’s spending cap is reduced by 40% (1,200 WT max).
  • Town B can spend 2,800 WT max, 40% more than normal.
  • Town A still has the CP advantage, but Town B now has more resources to fight back strategically.
This does not guarantee a win but gives the ''underdog'' a chance to fight back.


Spending Options for WT


1. Personal Battle Perks (Temporary – Lasts One Battle Only)


These are buffs that individual players can buy before a battle to enhance their role in the fight.
But, before getting into the list, I want to clarify that I’m not great at thinking of perfectly balanced effects or perks. The ones below are just ideas, and I know some might be too strong, too weak, or just not fit with how conquest works.


Perk NameWT CostEffectLimit
Adrenaline Surge30 WT+20% increased movement speed for the first 30 seconds of warping.1 per player per fight
Sharp Blades50 WT+5% melee attack damage.5 players per team
Reinforced Armor50 WT-5% damage taken.5 players per team
Rapid Reinforcements75 WTWarps you back 1 minute faster.5 players per team
Battle medic75 WTIf you die, you can warp back with 5 extra hearts.2 per team

2. Team-Wide Perks (Temporary – Lasts One Battle Only)


Perk NameWT CostEffectLimit
Strength in Numbers500 WTEntire team gets +5% attack damage for 2 minutes.1 per team per battle
Shield Wall500 WTEntire team gets -5% damage taken for 2 minutes.1 per team per battle
Bloodlust750 WTEntire team heals 2 hearts per kill for 1.1 per team per battle
Battlefield Rally1,000 WTAll players warp in 30 seconds faster.1 per battle

3. Town WT Investments (Permanent Upgrades for Conquest Fights)


UpgradeWT CostEffectDuration
Guardian Golems10,000 WTGolems are 30% stronger.1 conquest cycle
Emergency Defenses10,000 WTIf a battle has been lost, your T-gen's core has 50% increased HP the next battle1 conquest cycle
Sabotage Network10,00 WTEnemy warp cooldowns are increased by 30 seconds when they attack.1 conquest cycle


Why This Makes Conquest More Competitive


  • No more “gg” after the first week—every fight matters.
  • WT cannot be used early in the month, ensuring ''fair'' competition at the start.
  • The stronger side still has an advantage, but they can’t just stroll to victory.
  • The losing side has a fighting chance, but they still need skill and strategy to make a comeback.
  • Towns must choose: spend WT for a short-term advantage, or save it for long-term growth?

This isn’t about making conquest easier. It’s about keeping it competitive. No free wins, just more ways to fight back.

Go 4th! 🤓
 
Last edited:
10 voters
I’d like to see a one-month test of this idea. I appreciate that it helps make boring months more exciting and encourages more fighting.

I like the Town WT investments, but as a PvPer, I don’t want changes that affect 1v1 battles, such as +5%/-5% damage dealt or taken or heart changes. I’m fine with all spending options except those that give a combat advantage, like Adrenaline Surge, Sharp Blades, and Reinforced Armour. However, modifications to warp duration seem interesting. (additionally maybe you could also make it a mutator that only certain tiles give the war tokens)
 
This is a really comprehensive proposal and I like it a lot.

I do agree with Capril though that it affecting 1v1s might be tricky. I think it should primarily affect objective play if possible.

With that said, I think another idea to think about is revamping capital policies to also be based on this system. Maybe capital policies are purchased with leftover War Tokens? This would pose alliances with a dilemma to balance whether to choose winning fights in the month or the chance for more rewards after the month ends.
 
Finished my first skim. I feel like some inspiration from real reasons fights take place is necessary. Sure earning capital is a reward. But nearly every fight, from small school fights, to global wars, are fought over resources, which includes reputation

And as of now. Resources on Loka are just too abundant in comparison. I feel like finding some ways to encourage more small scale battles, battles that won't matter by themselves, but will buildup, would be nice.

Take my suggestions with a bucket of salt as I don't pvp. But giving people a reason to fight beyond "fun" is definitely something that should be more considered.

Overall I like the suggestion
 
Don't have a very big opinion either way apart from the direct combat effects which shouldn't be added imo. Manipulating the objective and warps should be strong enough already to achieve the desired effect.
 
I’d like to see a one-month test of this idea. I appreciate that it helps make boring months more exciting and encourages more fighting.

I like the Town WT investments, but as a PvPer, I don’t want changes that affect 1v1 battles, such as +5%/-5% damage dealt or taken or heart changes. I’m fine with all spending options except those that give a combat advantage, like Adrenaline Surge, Sharp Blades, and Reinforced Armour. However, modifications to warp duration seem interesting. (additionally maybe you could also make it a mutator that only certain tiles give the war tokens)
The main goal here is to create a balanced and fair way for the losing side to stay in the fight and compete again. I can a 100% see why perks that affect 1v1's wouldn't be the way to go, and I agree that the focus should be more on objective-based play and strategic rather than direct combat advantages.

I really appreciate the feedback, I think there's a lot of potential there.
 
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