Problem:
Many players prefer waiting for a spot in a full game room instead of starting a new one. The result is long wait times, and difficulty in seeding secondary lobbies despite recent changes (like smaller lobby sizes and smarter queue logic).
Below are some mechanics and UI suggestions that may further promote and incentivise seeding new games. Sweeping changes are not simple. But maybe we can settle for starting a conversation to begin with.
------
“Apply for New Game” seeding Mechanic:
- When a lobby reaches full capacity, a highly visible “Apply for New Game” button appears for idle/waiting players. This goes away if the lobby drops below 75% or the next lobby fills up.
- Players who click it are not moved immediately. They are added to a seeding pool for a lower population TAW room. They can still opt out unless the game they were waiting for begins with them in it.
- Once 10+ players apply (for example), the system moves them into the secondary lobby. Maybe some day players can set their game size preference, but it complicates things at this stage.
- If a secondary TAW game starts before the first room restarts, any remaining waiting players in the main room are offered to transfer, but only if space is available. Eg “11 people are going to war in TAW2. Join the cause! or I'm scared”
--------------------
UI & Flow Simplification:
- Players only see the core button and a simple message. All logic is hidden unless they interact.
- Transfer prompts appear only if relevant and contain info on the next game (so people know if they want in)
- Rewards and reward messages should be visible and FUN if implemented.
--------------------------
Optional incentives & limits:
Players who risk seeding a new or low population TAW room receive a reward: XP, cosmetic unlock progress, rank points, or community badges. A "Seeder", or "Early adopter" badge could be cool for example.
Limit: Max 3 rewards per day (to avoid abuse), with messaging like “You can earn 2 more seeding rewards today.”
-------------------------