Indy net cap

Started by Shadow, May 01, 2011, 11:32:17 AM

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Neobaron

QuoteRats will never ever ever emp, simply because their leaders are so dreadful, and reducing the murder/poison effects to the point where rats could emp would make them WAY overpowered

I'm not suggesting nerfing the effectiveness of the (offensive) missions. Just increasing their cost to the leader player. :)

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QuoteHave you seen how much food is actually worth in networth? It's pretty pitiful currently, if you reduced it by 75% wolf would just die a death, it would simply take too long to make any decent amount of net at all (it already does unless you're on like 100K land)

~.019 per single food.

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Even if you just raised the monetary value (purchase and resell) of mercs, I think it would do a lot. It's a good place to start anyways.
Neobaron, first among the lords of the south and captain of the flying skiff

Quote from: Death on February 08, 2010, 09:40:29 PM
oh lawd the drama done begun yo

Quote from: HolbyI am writing a post explaining how lame you are.

Shadow

#16
My goal is not to make rats able to emp alone (no race should be able to do that) but rather to find a way to remove the net cap so that they can keep growing through the round.

My concern is not with murder/poison/whatever. Assume that you are a lone indy, the only player on the server, and you have a set amount of land. How can we set things up so that each run, your net gets bigger than the previous one while running an indy strat, without actually gaining any more land.


If we make rat numbers bigger, someone is always going to use them in team play to win. That's a given. If it works, people will do it. So we need to find a way to allow indy players to continue growing through the round instead of selling off and restarting every run.

It would be nice to reduce upkeep costs on troops that you have had for a long time. Unfortunetly we cannot put a timer on each individual troop ^_^

If we raise purchase and resell while keeping everything else the same, it will leave indies with tons of extra cash floating around and nothing to do with it. Which might actually be a good option since then they would not have to sell their entire army, but could instead build from a slightly bigger base each run. Interesting.

The problem there is that the net value of almost everything is tied directly to the merc sell price of rats. Don't ask me why, it just is. So that would have to change too.
<=holbs-.. ..-holbs=> <=holbs-..

Twilight Shadow

Well rats running alone.  Sorry if ideas have already been put up have read through yet except a few beginning ones.

1. Like firetooth said, increasing the amount they can put on markets at a certain number. So its usually sell some rats at 30 mill then you have to reach 30 million make it like 85% they have to reach to selll more so 26 million or something. So they just don't store on high price value.

2. The more troops you get the less it cost for the upkeep of them. Because in a real redwall vermin group, the troops will get less food and cash but the stay with their leader even if the get less cash and food. So the more you make the the percentage of increase in price of cash and food for upkeep would lower.
Example the blue horde, described as the sea was moving up the shore.They got very small amounts of food and cash. So that may be a reasonable solution if you can could the complex series of it.

3. Make a special troop type for rat only that can be sold to other people but thats the only way others can get them. Like pikes in the book, armies keep them but not many and they are very limited on being feed and don't require cash but we could make an exception.

Maybe have to change from healer to a "special move"(sorry mind went blank) and change it to something with high loyalty so rats can produce this type of race.


Those are some I can think off the top of my head. Twist them if you want but hopefully they will be thought about. Cheers!


-TS

Shadow

1 - we have market changes planned that will sort of do this, but they won't solve the net cap because marketed troops do not count to net.
2 - I like the idea, but it is more or less what I said already ^_^ scaling troop costs with networth is a possibility, but I don't think it will solve the problem by itself. Maybe in conjunction with increased merc prices.
3 - Special troop for a single race is OP for that race.
<=holbs-.. ..-holbs=> <=holbs-..

Twilight Shadow

OP for that race not if it is limited and then can equal out to other types of troops.

Not sure what the break done is

but for say a one turn used

100 rats
70 weasels
50 stoats
25 skiffs

Not sure what the actual ratios equal but say you have 1 "pike" and sell it for one of those troop types or could be used for guerilla strike and that one "pike" could equal 100 rats. It would have the same production of others but take less to up keep. It would be a coders choice of how it works out but it would not be overpowered. Except for defenses which you could set up another percentage choice for rats. Like the troop type wanting to create percentager. It would not be overpowering just say a different approach to the game.

Also I am just throwing ideas out their

Shadow

Throwing ideas out there is good! But I want any race to be able to indy reasonably well, and I want the solution to apply equally to all races, not even just indy ones.
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Firetooth

Quote from: Shadow on May 01, 2011, 08:54:01 PM
1 - we have market changes planned that will sort of do this, but they won't solve the net cap because marketed troops do not count to net.

I said they should count as net, but maybe at 50% the value? So if you had 1bil rats marketed, it'd only be 500mil net?
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

I really don't like the idea of untouchable net. But we will see. If that is what is necessary.
<=holbs-.. ..-holbs=> <=holbs-..

Firetooth

Quote from: Shadow on May 02, 2011, 06:30:19 AM
I really don't like the idea of untouchable net. But we will see. If that is what is necessary.
Well, marketed net is hardly untouchable, hell even an unclanned indy could still esaily be market thefted.
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.

Holby

Quote from: Firetooth on May 02, 2011, 06:42:05 AM
Quote from: Shadow on May 02, 2011, 06:30:19 AM
I really don't like the idea of untouchable net. But we will see. If that is what is necessary.
Well, marketed net is hardly untouchable, hell even an unclanned indy could still esaily be market thefted.
I'm fairly positive we've had a market theft preventative in place for a while.
I will not deleted this

Shadow

yeah. market theft currently doesnt work on reg (people need to log in to get the cash) and on turbo it is possible on about a 6 hour time delay as extra cash leaks out of the bank. So a huge risk.
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Firetooth

True. Why has it been changed to make market theft near impossible? Market theft's were difficult and skilled takedowns. I don't like that they're no longer viable.
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

It was changed to protect indy players, who were getting the shaft when making any attempt to sell troops on the PM.
<=holbs-.. ..-holbs=> <=holbs-..

Firetooth

Quote from: Shadow on May 02, 2011, 07:41:29 AM
It was changed to protect indy players, who were getting the shaft when making any attempt to sell troops on the PM.
Well either way the market doesn't benefit indies really. I say the old method actually works better.
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

As I said, we have a lot of market changes planned after the code merger to help benefit indies, but they will take a while.
<=holbs-.. ..-holbs=> <=holbs-..