- Joined
- Dec 14, 2007
- Messages
- 1,005
Currently, most players are massive scorequeens (particularly those "ftw" players). If an attack won't be won whilst suffering nearly no losses, attackers recall. If a defence won't be won whilst suffering nearly no losses, defenders recall (and the person under attack sends out).
The game has mechanics that attempt to address that. Previously, there was experience, now there's injuries and insurance as well as bounty for attackers. Unfortunately, this doesn't seem to be enough.
I suggest that defenders gain 25-75% (based on the formula discussed later) insurance on what they lose whilst attackers gained 10-50% (again, formula, later) bounty on what they kill (this is on all troops killed, not just their target's).
Rather than using any of the current H/F/Eff calculation as they seem to be quite inaccurate, the formula for calculating the values will be as follows:
DefScore = Target's score + score of defending units
AttScore = Score of attacking units
DefScore uses the target's full score rather than just units so that players who sit on large amounts of acres with very few troops don't benefit from this system
Using unit scores has 2 advantages: players can't send along 1 troop to screw the calculations and it allows for splitting/faking mobs
DefRatio = minimum(AttScore/DefScore , 2)
AttRatio = minimum(DefScore/AttScore , 2)
This means the ratios max out at 2
DefInsurance% = 25 + 25 * DefRatio
AttBounty% = 25 * AttRatio
Effectively, this means:
Attacker 2x > Defender => 75% insurance and 12.5% bounty
Attacker = Defender => 50% insurance and 25% bounty
Attacker 2x < Defender => 37.5% insurance and 50% bounty
These formulas can, of course, be tweaked depending on what people think is fair.
Anyway, these insurance/bounty values should encourage people to stay and fight more than they currently do as well as encourage people to have "fairer" fights. Hopefully making the game more enjoyable for everyone.
The game has mechanics that attempt to address that. Previously, there was experience, now there's injuries and insurance as well as bounty for attackers. Unfortunately, this doesn't seem to be enough.
I suggest that defenders gain 25-75% (based on the formula discussed later) insurance on what they lose whilst attackers gained 10-50% (again, formula, later) bounty on what they kill (this is on all troops killed, not just their target's).
Rather than using any of the current H/F/Eff calculation as they seem to be quite inaccurate, the formula for calculating the values will be as follows:
DefScore = Target's score + score of defending units
AttScore = Score of attacking units
DefScore uses the target's full score rather than just units so that players who sit on large amounts of acres with very few troops don't benefit from this system
Using unit scores has 2 advantages: players can't send along 1 troop to screw the calculations and it allows for splitting/faking mobs
DefRatio = minimum(AttScore/DefScore , 2)
AttRatio = minimum(DefScore/AttScore , 2)
This means the ratios max out at 2
DefInsurance% = 25 + 25 * DefRatio
AttBounty% = 25 * AttRatio
Effectively, this means:
Attacker 2x > Defender => 75% insurance and 12.5% bounty
Attacker = Defender => 50% insurance and 25% bounty
Attacker 2x < Defender => 37.5% insurance and 50% bounty
These formulas can, of course, be tweaked depending on what people think is fair.
Anyway, these insurance/bounty values should encourage people to stay and fight more than they currently do as well as encourage people to have "fairer" fights. Hopefully making the game more enjoyable for everyone.