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Money Gain Per Minute


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Guest Moose Master
Posted
Hi, how is "Money Gain per 60 minutes" calculated and how do you raise it? biggrin.gif
Posted

Currently, money gain per hour is: 200 * (soldiers) + 150 * (covert) - 150 * (mercenaries), where (soldiers) is the sum of all Untrained Soldiers, Offensive Specialists, and Defensive Specialists, (covert) is the sum of all Spies and Sentries, and (mercenaries) is the sum of all Offensive Mercenaries, Defensive Mercenaries, and Untrained Mercenaries.

 

You increase money gain per hour by increasing your number of soldiers. Soldiers are primarily gained hourly at a rate which is called "Unit Production". You can increase Unit Production on the "Training" page.

Guest Moose Master
Posted (edited)

Thank you Aileron.

 

EDIT:

 

That formula appears to be wrong. I'm getting a little more than the formula predicts.

 

 

 

So the more mercenaries you have the lower your income? How do you get rid of mercenaries, I'm sorry if this is already answered elsewhere I haven't noticed a help link.

 

 

I have a little bug (I think) with shrapnel... it's saying "Repair: 1,300,000,000 points per Point" is this a bug or is it supposed to be one-billion-three-hundred-million points to repair shrapnel?

 

Do untrained units stack? So if you get 50 units at 1AM but do not train them do you get a further 50 at 2AM or is your pool limited to 50 till those are given something to do?

Edited by Moose Master
Posted
EDIT:

 

That formula appears to be wrong. I'm getting a little more than the formula predicts.

 

then the formula is perfect.. as you have +15% income bonus..

Posted (edited)
Right, add in your 15% bonus, and you will continue getting as many units as your unit production will allow every hour despite what those units are !@#$%^&*igned to. Edited by Sound
Guest Moose Master
Posted (edited)
Not to be a jerk, but most of this stuff is covered in the tutorial. I spent a lot of time on that, you know.

 

This needs it's own actual site rather than a forum with a thousand stickies and "YOU MUST READ THIS" type posts. That's why I didn't see the tutorial posts and things and, no, it's not a case of going looking for them. This is a forum, most posts aren't relevant and so you naturally skip them.

 

 

EDIT: I am reading it now by the way... but it would be much better to read if it was it's own website ;)

Edited by Moose Master
Posted (edited)

Then there would be a sticky saying "GO TO THIS SITE" and the site within it - and seeing how you didn't go into the tutorial sticky, you wouldn't have gone into that one, and wouldn't have gone to the site.

Now if you did have to open a sticky just to go to the site, to read the information held in the tutorial sticky, wouldn't it be better if that tutorial was there on the first click?

Edited by Sound
Posted
moose master, its pretty apparent that you are an idiot. learn how to adapt to specific forum boards and dont complain if you dont like the format..
Guest Moose Master
Posted
Then there would be a sticky saying "GO TO THIS SITE" and the site within it - and seeing how you didn't go into the tutorial sticky, you wouldn't have gone into that one, and wouldn't have gone to the site.

Now if you did have to open a sticky just to go to the site, to read the information held in the tutorial sticky, wouldn't it be better if that tutorial was there on the first click?

 

Your point would be valid except that I meant the game should have it's own site. The site would be the entry point to the game so you would see the help information first and then join rather than join the forum then accidentally find the game.

 

 

moose master, its pretty apparent that you are an idiot. learn how to adapt to specific forum boards and dont complain if you dont like the format..

 

I'm not an idiot and I would be happy to help create a separate site if the administrators thought it was a good idea. I doubt they will because the game is fairly small but should it grow more complex I would say it must have a dedicated site.

Guest Moose Master
Posted

You raise a good point :ph34r:

 

Rather than spam another topic I'm just going to ask this here: What amount of 'Sentry' stops people viewing your points or is this dependent on the viewer in some way?

Posted

If the defender's sentry is four times greater than the viewer's spy, the viewer can't see the defender's points.

 

 

As you will find however, this game will pretty much always be 'fairly small'. There are too many features missing from the admin side, the lack of which starts to throw off the game balance when there are 30 players or more.

 

For instance, Sabotage will usually have a limit on the sender, much like how turns limit attacking. With it, the sabber would have to pick and choose sab targets, and wouldn't be able to sab that target daily. On the other hand with the daily threat eliminated, the settings would be able to make sab a lot stronger over the short term. Overall, if would be a way to suddenly take down an unbalanced single target rather than a steady drain on the resources of everyone. As a steady drain on everyone's resources, Sabotage becomes unbalanced. Its strength is proportional to the number of opponants the sabber has, and no clan would ever need more than one covert specialist.

 

There also isn't a turn cap. Thus, people who can stockpile can gain virtually unlimited turns by either being inactive or defensive. Then, they can suddenly start using those turns to shut down the income of two or three opponants. Thus, when there are a lot of people, each and every inactive account sitting on the bottom is actually a potential threat.

 

I also have experience with an attack strength scale similar to the current army size scale. Currently, if someone's army is five times the size of yours, you can't attack him. The system I think is much more fair is that if somebody's defense is five times the strength of your offense, you can attack him, but he won't suffer the usual weapons damage and casualties. This lack of a feature limits size because even the mightiest defense is equally vulnerable to strong offenses and noobs who are barely within the size factor. When a lot of people show up, than any defense worth massing will always have some fresh noob who can and will do it daily for cheap.

 

Mercenaries are another one. There's no limit to how many you can buy. If they had any kind of sane price, one or two people could buy all of them and make it impossible for most people to buy mercs. The only way to stop that was make them insanely expensive, but the loss of that was that mercs can't be used as mercs.

 

 

And the worst thing is that despite the fact that these limitations have been identified, they can't be solved because there isn't a setting option that can change them and the core is resistant to tampering. Until the core is successfully tampered with, the game will be a vicious cycle of people showing up, the pop exceeding critical mass the gameplay going downhill, people leaving, the pop stabilizing, the gameplay resuming balance, and then more people show up.

Posted
About sabotage,dose the item strength effect how many you can take out?..like if you took out 500 burst or something,could you also take out 500 shields? or would you have to lower the number .
Posted

money gain per hour is: 200 * (soldiers) + 150 * (covert) - 150 * (mercenaries)

If i'm right, that would mean having 20,000 soldiers would gain you more money than 19,000 soldiers and 1,000 covert units.

Coverts gain less revenue than soldiers.

So again.. How can you have the same amount of money as me, and less soldiers? I think it's safe to assume you have more covert soldiers than me.

Guest
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