»freakmonger Posted March 16, 2007 Report Posted March 16, 2007 What should be changed/added/removed for next reset? 1) limit the # of mercs a person can have2) look into lowering the # of attack turns earned
Dav Posted March 16, 2007 Report Posted March 16, 2007 reduce repair costs. the top weapons cost 2mil to buy and 20mil to fully repair. perhaps repair costs should be 90points per point so maintaining is cheaper then buying.
»freakmonger Posted March 16, 2007 Author Report Posted March 16, 2007 true, but having to pay a lot to maintain the weapons keeps ppl from having 90 million thors.
Samapico Posted March 16, 2007 Report Posted March 16, 2007 instead they get 400 millions of whatever is that other cheaper weapon that costs the same to buy and to repair...costs / strength will be changed to something that makes more sense too
Synook Posted March 16, 2007 Report Posted March 16, 2007 Perhaps limit the amount of weapons a person can have? Make it realative to their rank/bonus.
Aileron Posted March 16, 2007 Report Posted March 16, 2007 All those suggestions are stupid except freak's. You should gain turns at a rate of 2 turns per hour...maybe you should have a 1000 turn limit, but the problem is that people gain turns too quickly. There should be plenty of mercs in the pool, but an account population should be no more than 50% merc. Repair costs are a necessary annoyance. Too bad there's a limit to how many attacks a person can suffer. If the limit wasn't so strict, people could m!@#$%^&* their enemies if they could afford it. If for no other reason, repair costs are there to prevent people from picking on much weaker players.
Cancer+ Posted March 16, 2007 Report Posted March 16, 2007 I think the upgrade on everything was too fast and easy. Maybe make it more expensive?
»freakmonger Posted March 16, 2007 Author Report Posted March 16, 2007 The UP was very easy to upgrade to the max.
Aileron Posted March 16, 2007 Report Posted March 16, 2007 Nah, just remove the max maybe. The new formula is great actually...UP has diminishing returns so that eventually it will get harder to increase it.
NBVegita Posted March 16, 2007 Report Posted March 16, 2007 Yes but with repair cost so high, it greatly benefits sabotage.
Apocalypse's Posted March 16, 2007 Report Posted March 16, 2007 (edited) Try having a max number of turns you can have that way you don't have like 1500 attack turns :/ also I'd say make your clan members more visible... put them in a different colour or something The interest for the bank is too effing high, since your networth is determined by money in bank + you can easily be just a money !@#$%^&* instead of fighting... what's the fun in that? maybe make it * so people have to concentrate on both things... Edited March 16, 2007 by Apocalypse's
rootbear75 Posted March 17, 2007 Report Posted March 17, 2007 concentrating on both has actually been harder to make moneywith repairs and deaths of soldiers...
jacob hunter! Posted March 17, 2007 Report Posted March 17, 2007 Make the !@#$%^&* covert skills a little lower...... So people can't always jack your weapons and defence items.
Aileron Posted March 20, 2007 Report Posted March 20, 2007 The reason I can sab "easily" is because I have focused on my spy skills. I'm the only player who chose the spider at the start of this session, though a couple players have chosen it later. As for YOU, however, I didn't need to. Your sentry according to my last recon was a laughable 136. I could "sneak" a marching band into your base and you wouldn't detect it. I'm not going to say what my covert is exactly, but I'll just point out that its greater than 5,000,000. So, 5,000,000 vs 136...its actually beyond stunning that you stopped as many sabs as you did...likely as a result of some newbie protection programming. If those around your rank sabbed you, it must have been devastating. Suffice to say that there is nothing wrong with the sab system, its that your sentry was just that bad. One feature I've seen in other army core games that seems to be important is a "flee in terror" feature. It applies to when a defender is ten times stronger than his attacker. When this occurrs, the numerical amount of damage the defender does is replaced with "a massive amount of damage", the attackers suffer double casualties, and the defenders suffer no troop loss or weapons damage. This prevents lowbies from getting information from a 1 turn attack, and also prevents increadibly weak players from massing strong hard-to maintain defenses.
Samapico Posted March 20, 2007 Report Posted March 20, 2007 I could "sneak" a marching band into your base and you wouldn't detect it. lmao! I wish my bank would give as much interests as the super save ...
Dav Posted March 20, 2007 Report Posted March 20, 2007 Yes but with repair cost so high, it greatly benefits sabotage.Problem is it stopps attacks. I have to attack people with 10mil+ to make it profitable now which is pointless as noone ever has that much.
Aileron Posted March 21, 2007 Report Posted March 21, 2007 The system wasn't designed to have UP max out at 21. These next two weeks are just going to suck now. Weapons are vastly exceeding income. In two weeks no one will be attacking each other because it won't be profitable. Well, I seem to have a knack lately irl for coming up with very rude but very practical solutions to problems in the past week. Here I go again: The problem here is the people in charge of this RPG, while experienced in the matters of running a forum, do not have experience with this type of game. The people who usually run the large scale cousins of these games are usually long time veterans. The "tuning" of many aspects of this game need to be calculated. In Subspace the results of settings manipulation can be seen immeadiately. Even then, it usually takes months worth of fine tuning for a zone to develop settings that please most of the players. For KoC games, the results of settings manipulation usually takes months to develop. What's needed is to actually sit down and calculate growth functions. In this particular case, income is bounded from above by a 2nd order polynomial. The rate at which weapons are acquired is proportional to the rate of income, so total weapons strength is proportional to the anti-derivative of the income function and bounded from above by a 3rd order polynomial. 3rd order polynomials grow faster than 2nd order polynomials, so it was inevitable that repair costs exceed income. Usually there is no UP cap and income is exponential. That would make the weapons function also exponential, which means that apply the right constant and they should increase at the same rate. Respectfully, there needs to be an additional person on the part of the staff who is managing the RPG...someone who knows a lot about these type of games and has a heavy mathematics or statistics background. Oh, one more thing...the transfer service won't let me move more than 100,000 points.
PoLiX Posted March 21, 2007 Report Posted March 21, 2007 Well, if you feel you have the time, lets me and you talk. IPB has the power to give limited admin powers, and I'd be fine giving you powers to manage the RPG.
Samapico Posted March 21, 2007 Report Posted March 21, 2007 I don't think the main income source should be bank interests either... My interests are like 10 times greater than my hourly income from units...
Aileron Posted March 21, 2007 Report Posted March 21, 2007 The income from the bank is good, but I wouldn't say its that good Sama. hutupsay tupidsay
Apocalypse's Posted March 21, 2007 Report Posted March 21, 2007 The reason I can sab "easily" is because I have focused on my spy skills. I'm the only player who chose the spider at the start of this session, though a couple players have chosen it later. As for YOU, however, I didn't need to. Your sentry according to my last recon was a laughable 136. I could "sneak" a marching band into your base and you wouldn't detect it. I'm not going to say what my covert is exactly, but I'll just point out that its greater than 5,000,000. So, 5,000,000 vs 136...its actually beyond stunning that you stopped as many sabs as you did...likely as a result of some newbie protection programming. If those around your rank sabbed you, it must have been devastating. Suffice to say that there is nothing wrong with the sab system, its that your sentry was just that bad. One feature I've seen in other army core games that seems to be important is a "flee in terror" feature. It applies to when a defender is ten times stronger than his attacker. When this occurrs, the numerical amount of damage the defender does is replaced with "a massive amount of damage", the attackers suffer double casualties, and the defenders suffer no troop loss or weapons damage. This prevents lowbies from getting information from a 1 turn attack, and also prevents increadibly weak players from massing strong hard-to maintain defenses. I'm with you there, I had 6 million abouts spy points, sent 317 spies to do 1 lousy sabotage mission with a guy with 0 sentry, that's right, you heard me 0. Now what happens is ALL of my spies get caught and executed. I mean he has 0 wtf, there is probably a random chance factor more than the actual points vs sentry points... and I would probably say any sabotage mission you do has around 25-30% chance of suceeding. AND HOW THE F have ALL my spies been caught and executed... I mean that is just not right
Aileron Posted March 22, 2007 Report Posted March 22, 2007 Actually as anyone here will testify, I have figured out the secret to sabbing. This morning I took out over a hundred of Cookieteam's Temp Shields + Temp Supers, and he certainly isn't skimping on his sentry. I guess what I can tell you is that you should send one spy every time. It's counter-intuitive, but the less spies you send on a mission the better. You have to develop your own feel as how many weaps to go after.
NBVegita Posted March 22, 2007 Report Posted March 22, 2007 I figured out the one spy thing very early.
»freakmonger Posted March 22, 2007 Author Report Posted March 22, 2007 What I don't understand (or like) is that if you try to sab someone who is much lower in rank/sentry/spy you will fail. Thats stupid
NBVegita Posted March 22, 2007 Report Posted March 22, 2007 But I still think the sabotage is bugged as unless a person gets greedy, no matter what your sentry is you can always get sabbed by 1 spy. It's all about sabbing correctly.
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