Wing Warband
Fastest path for friends, referral pairs, and new players who want team PvP without coordinating a full alliance operation.
A team-based PvP event where players form temporary combat groups, rally friends and alliances, share a Warband invite link, and fight together for prize pools scaled by roster size.
Launch with three always-on sizes and keep the 20-player Armada as a special format until enough alliances can field it cleanly.
Fastest path for friends, referral pairs, and new players who want team PvP without coordinating a full alliance operation.
The healthiest default size: enough pilots for roles, assists, and recruiting, but small enough to form in one chat thread.
Alliance-scale combat where scouting, baiting, heavy hulls, and coordinated focus fire should matter more than lone damage farming.
A prestige bracket for weekends, special launches, and seasonal pushes. It should activate only when enough teams qualify.
Prize pools scale by team size so bigger coordination is worth chasing, while small teams still have a realistic reason to participate.
| Bracket | Team Size | Suggested Pool Weight | Minimum Teams | Why It Works |
|---|---|---|---|---|
| Wing Warband | 2 players | 15% | 6 teams | Easy entry, strong referral loop, good for new players. |
| Strike Warband | 5 players | 35% | 5 teams | Main social bracket with enough roles to feel tactical. |
| Battle Warband | 10 players | 35% | 4 teams | Real alliance coordination with meaningful upgrade pressure. |
| Armada Warband | 20 players | 15% | 3 teams | Special event bracket that should not drain rewards when empty. |
Start Warbands as a scheduled event, not a permanent 24/7 queue. A weekly two-hour block or a weekend set of hourly windows creates urgency, makes recruiting easier, and prevents thin team brackets from feeling empty.
The best first live format is Strike Warband with five players per team. It is large enough to push alliances and small enough that players can form teams quickly from Discord, Telegram, or in-game chat.
The score should reward real coordinated combat, not just last hits. Team score is the sum of qualifying member contribution.
Use the existing PvP event scoring foundation so tanks, brawlers, and precision attackers all matter.
Bonus points when multiple teammates damage the same enemy within a short time window. This is the mechanic that makes Warbands feel like teams.
Reward mixed fleets and smaller ships contributing against heavier targets. This keeps starter pilots useful beside upgraded ships.
Shared rewards need to feel fair to the team without letting inactive members coast.
Split evenly among members who meet the minimum activity threshold. This reinforces the social contract of forming a team.
Split by each member's score contribution inside the Warband. This keeps high-effort pilots motivated without punishing support players.
A member needs at least one qualifying combat contribution, or a low percentage of team score, before receiving a payout.
If a bracket fails its minimum team count, that pool rolls into Strike Warband and Battle Warband for the next active window.
Team events need stricter rules because coordination can turn into farming if the backend is too trusting.
Players cannot leave, join, or switch Warbands after the event window starts. Emergency captain controls can remove inactive members before lock.
A player can only score for one team in one bracket during a window. Alternate-account review should check wallet, IP, and login history signals.
The same attacker and defender pair should not generate event credit repeatedly inside the anti-farm cooldown window.
Damage against same-team members never counts. Damage against same-alliance players should be suppressed unless a future civil-war format explicitly allows it.
A team should need combat against at least two distinct enemy owners or one distinct enemy Warband before qualifying for rewards.
Rewards can move into a pending state first, then become withdrawable after automated checks and any manual review window completes.
Details for players and alliance leaders deciding how Warbands should work.
Team brackets create a reason to recruit, coordinate, and talk to other players. Solo PvP rewards personal output; Warbands rewards organized fleets.
Five-player Strike Warbands should launch first. It is the best balance between social coordination and practical team formation.
No. Armada Warbands should be scheduled until participation is high enough. Large empty brackets make the event feel weak and waste prize budget.
Yes. A solo player can browse recruiting Warbands, join a public roster, or create a Wing Warband and invite one friend.
The backend should increase each qualifying member's withdrawable allowance for the reward token after the Warband window is settled.
Yes, but each player can only be on one roster. Multiple teams from one alliance should be allowed as long as they are not farming each other.
Bigger teams benefit from role diversity. Scouts can spot and contribute, but cruisers, carriers, battleships, and other upgraded ships make a team more dangerous.
No. Sharing should qualify or promote the team, not add combat points. Combat score should come from actual PvP contribution.
The captain can keep recruiting before roster lock. After lock, an undersized team can fight but should not receive the full bracket payout unless the rules explicitly allow partial rosters.
Create Warband rosters, lock them by event window, aggregate existing combat-log scoring by roster membership, then settle rewards through withdrawable token allowances.