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Sabotage mission simple and predictable

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Kingofshinobis1
Steveanaya
Kenzu
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Sabotage mission simple and predictable Empty Sabotage mission simple and predictable

Post by Kenzu Wed Aug 18, 2010 11:00 am

I suggest altering sabotage mission to make it easy for everyone to understand and making the damage and losses predictable to everyone, even to new players who never played MMORPG before.

--------------------------------
After the update the only math you need to know to make an efficient hit is this:

Your covert * 1.05 > Enemy covert
Your covert action / number of your spies > Enemy covert action / number of enemy spies

-------------------------------
With the info on the top of the sabotage page (explained by me in the PS at the bottom), NO MATH WILL BE REQUIRED AT ALL!

Less math, more fun!


-------------------------------------

This is what I suggest:

Altering the skill number from the weird numbers (5800, 4400, 3200, 2240) to numbers SAME as weapons at the given tech level. (1400, 1100, 800, 560)
Example, IFV costs roughly 4.5 billion to research and has a power of 800. Spy training which costs 4.5 billion currently gives 3.200. It will be changed to 800, and everyone will see and understand its the same.

Now the interesting part.

Instead of having sabotage missions kill spies and destroy weapons, which makes the losses variable over time, as UU prices change while weapon prices remain constant, there will be a new system:

You can purchase explosives in the armory.
1 unit of explosives costs 1 kuwal
Let´s say you purchase explosives for 10.000.000.000 kuwal.

Now you sabotage a player.

Your spies on one side and enemy spies on the other side.
If your covert action is higher than 105% of enemy covert, you will deal maximum damage, namely 5% damage.
If your covert is 100-105%, you will deal (your covert -100%) damage. Example: 103%-100%=3% damage
If your covert is less than 100%, then you deal 0 damage on weapons

Let´s say that your covert was 103%, this means that you will deal 3% damage.
If your covert action is 500.000.000, 3% constitute to 15.000.000 (you will destroy 15.000.000 weapon points)

Now your covert skill and enemy covert skill is compared. Let´s assume your covert is 850 x 160% in technology
and enemy covert is 850 x 130% in technology. It´s a 1360:1105 ratio, or a 1.23 ratio.

Each of your spies has a power of 1360.
Lets say you have 100.000 spies.
You deal a damage of 100.000*1360*0.03=4.080.000 weapon points

If the enemy has IFV weapons (800 hitpoints)
You will destroy 4.080.000 / 800 = 5.100 IFV weapons
value: 5.100*184.000 = 938.400.000 kuwal

You will lose explosives worth 938.400.000 kuwal

Due to your high technology, you will destroy 1.23 kuwal for each 1 kuwal you spend.
Therefore you will destroy 6.273 IFV weapons (1.154.232.000 kuwal.

Less weapons than maximum damage
If the enemy has much less weapons, let´s say 1.230 IFV weapons, then you will destroy 1.230 IFV weapons and loose 1.230*184.000/1.23= 184.000.000
(kuwal worth 1.000 IFV weapons)

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Obviously if your technology is 1.5 times higher than enemy, then you can destroy 1.5 kuwal for each 1 kuwal you spend.

If your technology is 0.8 of enemy technology, then you destroy only 0.8 kuwal per 1 kuwal you spend.

------------------------------------

Weapon dealers who make a profit
Obviously weapon dealers will have to be changed in a way that the cheapest price for a weapon to be bought will be at least 100%. This will make the game even more fair and at the same time make research for weapons below IFV finally useful again (if weapon dealers sell above 100%). Currently there is no reason why you should research any weapon if you dont go with the research all the way to the tank immediately.

2 kuwal : 1 kuwal limit
At the same time their will be a restriction that you cant destroy more than 2 kuwal per 1 kuwal you lose in a sabotage mission. This restriction will benefit especially small members. Imagine a player with 1.100 skill and 170%, while a small player has 380 (research costs same as heavz mortar research) and 110%. The small player would lose 1870/418=4.47 times more kuwal than the huge attacker. Therefore there would be the limit 2:1 kuwal ratio. If somehow a small player would manage to get a higher covert than his technologically superior enemy, he could sabotage him, but would destroy only 0.5 kuwal for each 1 kuwal he would lose (due to the inferior technology.)

If a player wants to make a sabotage, but doesnt have enough explosives to make a 5% damage, the sabotage mission will be not allowed and a message will inform him to buy X explosives in the armory.

Failed missions always show who attacked. Successful missions show who attacked if on critical realm alert.

------------------------------------

Optional:
In Sabotage missions some attackers and defenders could die in the clash (for example 0.5%)


Optional:
In failed missions (0 damage to enemy weapons) the number of dead attacking spies doubles.


------------------------------------
RESULT

This update will allow even newbies to know how to sabotage, by getting rid of complicate mathematical calculation. All you need to make sure is that you have 5% more covert than the enemy, and not on realm alert.

And to sabotage efficiently, you also make sure you have higher technology than the enemy.

The only math you need to know to make an efficient hit is this:

Your covert * 1.05 > Enemy covert
Your covert action / number of your spies > Enemy covert action / number of enemy spies

--------------------------------

PS: This can be improved further by having information show you in the covert mission page following info on the top:

Sabotage mission efficiency: 100% (means that your covert action is over 105% of enemy covert action)
Expected losses: explosives worth 1.000.000.000 kuwal
Expected destruction: weapons worth 1.250.000.000 kuwal

This way NO MATH IS REQUIRED AT ALL!!! => This means AW will gain active players much faster, and you can save your precious time as well.
IF your covert is not high enough, you would obviously not see this info.

Less math, more fun!
Kenzu
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Sabotage mission simple and predictable Empty Re: Sabotage mission simple and predictable

Post by Steveanaya Wed Aug 18, 2010 4:53 pm

Ummm what? Wouldn't this make everyone's covert action drop dramatically?
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Post by Kingofshinobis1 Wed Aug 18, 2010 5:02 pm

Steveanaya wrote:Ummm what? Wouldn't this make everyone's covert action drop dramatically?

Yes it would but you would not need as big of a CA to sab someone with it. Though like I said on the assassination change, it seems very confusing Question

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Sabotage mission simple and predictable Empty Re: Sabotage mission simple and predictable

Post by Kenzu Wed Aug 18, 2010 7:32 pm

Steveanaya wrote:Ummm what? Wouldn't this make everyone's covert action drop dramatically?

NO it wouldn't

Obviously this update merely makes the sabotage easier for everyone to understand and makes the attack losses more predictable.

AT THE SAME TIME
the percentage destroyed will be adjusted to a point where losses are similiar to what they are now.

----------------------------

Why doesnt covert get weaker?
Because although the numbers will be smaller, they will be smaller for everyone by the same amount.
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Post by Lord Ishurue Wed Aug 18, 2010 9:51 pm


the sab and assassination suggestion . err no .

this will make a player with 600k assassins an easy hunt . vs currently to hunt them u need over 3bil strike.

lets say a player has 600k assassins 155% assassin tech , 5800 power.

(5800 x 1.55) x 600k = 5,394,000,000 assassin action .

with this suggestion . 5800 = 1450

(1450 x 1.55) x 600k = 1,348,500,000 assassin action .


nerfing covert and assassin action i will not agree to .

fix the tool tips or show a video on you tube or ingame how to assassinate . or even better add a sab and assassination calculator into the game.

If a new player wants to learn how to sab , then they should learn how to communicate with other players or the admin etc .

2 of my members made a sab/assassination tools . one made a calculator the other made an excel spreadsheet , in i think less then 15 mins .


As per when a spy cost is more expensive then the weapon cost. simple. add death rate techs or reduce spy loses in sabotage and assassination loses in assassinations .

currently u sab 4% strike 4% defense. lose 5% spies sent

once the magic day when weapons cost more then spies

u sab 5% strike , 5% defense, lose 3% spies sent. problem solved .




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Post by Steveanaya Thu Aug 19, 2010 1:01 am

What about oversabbing?
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Post by Lord Ishurue Wed Sep 01, 2010 12:04 am



how about an easy Sabotage Button . it costs 1 Extra ST to use .

the game will automatically send the right amount of spies to sab . If u cant sab the game will say If u dont train more spies u will fail this mission .

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Sabotage mission simple and predictable Empty Re: Sabotage mission simple and predictable

Post by Admin Wed Sep 01, 2010 12:44 am

ignoring realm alert?
always assume critical?
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Post by Nomad Wed Sep 01, 2010 12:47 am

Hey Ish, how about a "insta mass" or a " perfect mass" button as well LOL

@ Admin, most always assume critical, but all you need is 1 turn change to find out by using their turn income.
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Post by curumo Thu Sep 02, 2010 4:56 pm

Why dumb the game down even more? :S I mean isn't one of the facts about the war the preparation? Anyone can click a button 50 times and kill something. Not many can do the same thing doing it EFFECTIVELY. For gods sake please stop making the game 'stupid-friendly'... It just makes it boring Wink

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