Raising defences affecting sacks/captures

Started by Firetooth, May 25, 2011, 11:22:57 AM

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Kilkenne

It looks like you could theoretically just cut the value in half if you have raised defenses by adding a pretty simple if then statement. The sack math is already 3 lines of parameters, and has a random multiplier that gets you from ~.5% to ~2% of their stuff depending on how hard you sack them. You also get more if they have a higher leader/land ratio which is kind of strange to me, but whatever.

Shadow

nah it actually takes up to 0.5%, and takes more if you have low leader/land ratio. Ie, indies can use it, but leaders can't.
<=holbs-.. ..-holbs=> <=holbs-..

Kilkenne

That's weird, I think I missed something then. I keep getting values over .5%. Either way, wouldn't be hard to reduce them with raised defenses, maybe by 1/3rd or something. I would agree that they can cripple leader players pretty effectively, seeing as they have no troops anyhow, and indies don't really sit on anything.

Firetooth

Well, I'm all for sacks damaging leader players, but when you can sack as much in a run as they can produce in a run, something is wrong lol.
Quote from: Sevah on January 02, 2018, 03:51:57 PM
I'm currently in top position by a huge margin BUT I'm intentionally dropping down to the bottom.

Shadow

That will only happen once a leader player has amassed a very large stockpile of resources. Think of it as the net cap for leader players, whereas the net cap for indies is based on land.

It's not perfect of course, but I don't think it is a bad thing that there comes a point where a leader player has a hard time advancing without putting up a defense.
<=holbs-.. ..-holbs=> <=holbs-..

Firetooth

I don't think either race should have a net cap. Makes the game boring, and I'm all for finding a way to remove indies net cap as a start to making it more viable solo.
Quote from: Sevah on January 02, 2018, 03:51:57 PM
I'm currently in top position by a huge margin BUT I'm intentionally dropping down to the bottom.

Shadow

Well yes. If we could do that it would be ideal to have no net cap on either one. But while there is one on indy, I think it is not a bad thing that there is one on leaders.

I am open to ideas for the indy net cap. That is one area where I really have none at the moment.
<=holbs-.. ..-holbs=> <=holbs-..

Firetooth

Well, indy is a powerhouse for net but can't sustain it. I think that perhaps the higher their net, the more they produce? Or maybe make some form of a storehouse for indy races only, however that could be abusable...

It's never going to have an easy solution, I agree it is a difficult problem, however it is key to solving it. Market use to be a great way to gain net as an indy when net counted, although that has been overhauled, mainly for the better. Wasn't there a thread on this topic a while back?
Quote from: Sevah on January 02, 2018, 03:51:57 PM
I'm currently in top position by a huge margin BUT I'm intentionally dropping down to the bottom.

Ruddertail

Barracks = storehouse? It makes a certian amount of sense.

I don't think sack should be down powered. Yes, it can strip a lot of resources off a well stocked leaderer, but there's no way an indy with sack can really hurt a leader dude, not to the extent of taking all his resources so he has a hard time running. In terms of damage to net, as well as making net, leaders are still way ahead.

Maybe make sack tied to off point/deff point ratio of the troops involved? So barely breaking isn't too bad - .1% - .3%, but breaking by a lot is closer to 1%.
Kyle says:
"what happens if the land farm drops land"

Quote from: Ungatt Trunn II (@ Kilk) on June 12, 2011, 06:16:11 PM
Sober up you fool!


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