This thread is to brainstorm changes to parameters on how empership is rewarded to a specific player when the faction rings the keeps. For the purpose of this discussion, I'm sticking with the principle that emperorship should be an extremely rare achievement, and require a lot of work in the campaign in question.
The problem with the current system is that it simply goes to the top AP earner in the faction. In my campaign (PS4 NA Scourge) in all three factions these are AP farmers. 21 days into the campaign, they're all sitting on ~13 million AP, and second place in each faction is ~7 million. As a result, since day 3 these players have permanently locked in emperorship. I'm not opposed to AP farming, and I'm not criticizing these players. They're all three very good. However, the play to get these numbers often requires boring repetitive grinds, semi-exploitative techniques, account sharing, etc. And often the AP farming isn't helpful to the Alliance War game at all...they're off AP farming while others are doing the work to earn campaign points.
The system penalizes anyone who wants emperor and is willing to work for it, but can't spend 18 hours per day grinding AP. Second tier AP earners...who are very good...leave campaigns where we need them to go farm emperor in an empty farm campaign (which is a stupid aspect of this issue in itself). Note...I earn about 200k AP per day, and feel this is below the threshold where emperorship should be rewarded. That's about 4 million AP this campaign. I don't have a definitive line where it should open up as a possibility, but I know players who are on every day fighting the Alliance War part of the game, who currently have 6-7 million AP. These are the sort of players who I feel should have a shot at it.
I'm therefore proposing that we change how the system awards emperorship upon a keep capture. However, it's not obvious how the mechanic should work so that it opens the achievement up to more players, without making it too common, and still rewarding top campaign performers. This is my initial proposal, but the purpose of this thread is to discuss other alternatives and ideas:
New system idea #1: emperorship remains AP-driven, but is assigned by RNG to the top tier of players versus the very top player. This could be set to the top three players in the faction, or even the top ten players. In other words, when the final keep flips and a faction wins the crown, you don't automatically know who is going to be crowned. The system picks at random from the top players.
Pros: opens emperorship up to more players, but only dedicated players; creates a system of "war generals" where one is going to grab power but you don't know who...which seems kind of fun.
Cons: expanding emperor achievement makes it slightly less special; could encourage emperorship flipping exploits; there would be players that are constantly bypassed for lower AP earners, which might cause some saltiness.