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This is how Missions work

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This is how Missions work Empty This is how Missions work

Post by Kenzu Thu Oct 14, 2010 1:57 pm

In general if the enemy has same technology as you (personal bonus + techs + special resources)
then both of you will suffer the same number of losses.

Depending on technology, the defender will lose between 0.5 and 2 units per 1 unit you lose.

The better your tech, the more enemies you will kill per 1 unit you lose
The more troops you send, the more units you will kill with one mission


Losses at same technology:
(if however there too few defenders to kill, for example 1.000 attackers should die, but there are only 100 defenders which can be killed, then only 100 attackers will die.)

Mission
Attacker Loses *** Defender Losses

Farm mission
1% *** one half of attackers
(base value is 0.5% of defenders troops)
If 10.000 troops attack 1000 def troops
then at equal tech, defenders will lose 50 units and attacker 100.

Raid mission
1% *** one half of attackers
(base value is 0.5% of defenders troops)

Assault mission
10% *** same number as attackers
(attackers also kill unarmed troops with an efficiency of one lost attacker and 2 killed unarmed defenders. No weapons are lost when killing unarmed troops)

Destruction mission
1st phase:
10% *** one half of attackers (defenders will be killed)
2nd phase:
those who survived of the 10% *** same number as attackers (defending attackers will be killed)
(attackers also kill unarmed troops with an efficiency of one lost attacker and 2 killed unarmed defenders. No weapons are lost when killing unarmed troops)

NO INVASION MISSION EXISTS


Sabotage mission
1st phase (spies trying to infiltrate the realm, fighting enemy spies)
attacking spies die: *** defending spies die:
10% spies *** same number as attacking spies
2nd phase (spies detonating weapons)
those who survived of the 10% use spy explosives *** weapon points destroyed is equal to weapon points of spy explosives destroyed


Assassin mission (Assassins are called Special Forces)
1st phase (assassins trying to infiltrate the realm, fighting enemy assassins)
attacking assassins die: *** defending assassins die:
10% assassins *** same number as attacking assassins
2nd phase (assassins ambush target unit)
those who survived of the 10% die *** target units killed (attackers, defenders, spies or assassins) equal to number of lost troops in phase 2


Examples for assaults with different army compositions and techs:

Example 1:

1 Assault mission

player A strike: 100%
player B defense: 100%

player A soldiers: 10.000
player B soldiers: 10.000

player A loses 1.000 units
player B loses 1.000 units

Example 2:

1 Assault mission

player A strike: 100%
player B defense: 100%

player A soldiers: 20.000
player B soldiers: 10.000

player A loses 2.000 units
player B loses 2.000 units

Example 3:

1 Assault mission

player A strike: 100%
player B defense: 100%

player A soldiers: 200.000
player B soldiers: 10.000

player A loses 10.000 units
player B loses 10.000 units

Example 4:

1 Assault mission

player A strike: 200%
player B defense: 150%

player A soldiers: 10.000
player B soldiers: 10.000

player A loses 1.000 units
player B loses 1.500 units

Example 5:

1 Assault mission

player A strike: 120%
player B defense: 250%

player A soldiers: 10.000
player B soldiers: 10.000

player A loses 2.000 units
player B loses 1.000 units

Example 6:

1 Assault mission

player A strike: 100%
player B defense: 200%

player A soldiers: 100.000
player B soldiers: 10.000

player A loses 10.000 units
player B loses 5.000 units

Example 7:

1 Assault mission

player A strike: 100%
player B defense: 300%

player A soldiers: 1.000.000
player B soldiers: 10.000

player A loses 20.000 units
player B loses 10.000 units

If you have questions on missions, please ask.


Last edited by Kenzu on Mon Oct 18, 2010 8:33 pm; edited 1 time in total
Kenzu
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Post by Nomad Fri Oct 15, 2010 12:23 am

whats the set up on income units if there is no invasion attack to kill them?



please explain this, I am totally lost here

Farm mission
1% *** one half of attackers

Raid mission
1% *** one half of attackers



Nomad
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Post by Nomad Sat Oct 16, 2010 2:42 am

Nomad wrote:whats the set up on income units if there is no invasion attack to kill them?



please explain this, I am totally lost here

Farm mission
1% *** one half of attackers

Raid mission
1% *** one half of attackers




I ask again for a better explanation. I honestly do not understand.
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Post by Kenzu Sat Oct 16, 2010 2:49 am

it means that if attacker and defender have same technology and attacker loses 1000 attackers, then the defender will lose 500 defenders.

Of course there are no losses at all if you attack someone with 0 defense.
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Post by Nomad Sat Oct 16, 2010 2:58 am

Kenzu wrote:it means that if attacker and defender have same technology and attacker loses 1000 attackers, then the defender will lose 500 defenders.

Of course there are no losses at all if you attack someone with 0 defense.

OK. In effect the attacker loses double the defender.

so how much kewal do you take? and how many units do you raid?

edit

different way to ask

are the farming and raiding systems the same as main as far as amounts taken in farming and raiding? can a smaller strike take kewal from a larger def and such.

Also you didnt respond to the income unit set up question, with no attacks to kill income units, why have 3 classes as everyone will train miners only for max income. Please address that if you don't mind.
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Post by Nomad Sat Oct 16, 2010 1:44 pm

sorry for double posting, i felt this needed to be seperate as the other message is jumbled enough, and I would still request an answer to
are the farming and raiding systems the same as main as far as amountstaken in farming and raiding? can a smaller strike take kewal from alarger def and such.


Anyway, I found this in the wiki
There will be 5 income classes: farmer, worker, miner, graduate,expert, and none of them can be killed. Their difference will be thetraining costs and income (Farmer costs 5.000 kuwal to train andproduces 100 kuwal per turn, expert costs 200.000 kuwal to train andproduces 150 kuwal per turn).
May I ask what is the reasoning and logic behind this? I mean if none can be killed why would you train anything other then the highest class of income units? Is it that you expect people to have more UU then they can train due to no kewal or low training facilities?

with none being killable wouldnt 3 class be better? well really only 1 is needed TBH but 5 unkillable classes seems,,,, IDK odd?
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Post by Kenzu Mon Oct 18, 2010 1:45 am

Nomad wrote:
Kenzu wrote:it means that if attacker and defender have same technology and attacker loses 1000 attackers, then the defender will lose 500 defenders.

Of course there are no losses at all if you attack someone with 0 defense.

OK. In effect the attacker loses double the defender.

so how much kewal do you take? and how many units do you raid?

edit

different way to ask

are the farming and raiding systems the same as main as far as amounts taken in farming and raiding? can a smaller strike take kewal from a larger def and such.

Also you didnt respond to the income unit set up question, with no attacks to kill income units, why have 3 classes as everyone will train miners only for max income. Please address that if you don't mind.

Right now, if you have a strike equal or higher than defense, you steal 50% of all kuwal,
raiding is the same as in main in terms of % you raid.

Actually miner does't give highest income. Experts give highest income. The reason why you will train "lesser" income units is that they are cheaper to train. 1.000 kuwal to train farmer (100 income), 25.000 to train miner, 50.000 to train worker (income 130), 100.000 to train graduate, 200.000 to train expert. You won't train all into experts because you cant afford that. (if you can afford it, then your UP is probably not growing fast enough.)

a strike that is smaller than defense, will steal less kuwal. losses are still same.

Maximum you can steal is 50% kuwal.

PS: You also need higher tech to train graduates and experts, namely construction yard level 5 and university.
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Post by Nomad Mon Oct 18, 2010 2:22 am

So constructions are totally different as well?


How much of this does WR already know BTW?


And why wont you tell this type of stuff before release instead of after? shell shock anyone?


So once you get growing, why would you not go back and retrain all income units to the one which gives the most profit? you have still bypassed the question. If none can be killed why the different levels? Seems you would just sell UU to keep your death rate down, and increase your UP and train the best income units, I just don't see the point in training a weak unit if none of them can be killed.

Hope you dont change that half way through.
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Post by Kenzu Mon Oct 18, 2010 8:33 pm

Farm and raid mission have been edited.

Nomad wrote:So constructions are totally different as well?


How much of this does WR already know BTW?


And why wont you tell this type of stuff before release instead of after? shell shock anyone?


So once you get growing, why would you not go back and retrain all income units to the one which gives the most profit? you have still bypassed the question. If none can be killed why the different levels? Seems you would just sell UU to keep your death rate down, and increase your UP and train the best income units, I just don't see the point in training a weak unit if none of them can be killed.

Hope you dont change that half way through.

Since you read reset forum so much, I am pretty sure you know more than any WR member.

I try to keep the wiki updated, but since I spent most of my time working on the reset I didn't have the time to write down each single change.

People will find out anyway while the game is in a test phase.

It's impossible to untrain ANY units.

Also, since 1 farmer costs 1.000 to train (+10.000 for an appartment +1.000 for a farm), it costs 12.000 to have a farmer working.

an expert costs 200.000 to train (+10.000 for an apartment +40.000 for a laboratory), so it costs 250.000 to have one working.

All income units need apartments to live in (1 provides housing for 1000 population), and also a workplace (1 building provides jobs for 1000 people).
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Post by Nomad Mon Oct 18, 2010 11:33 pm

Kenzu, we had this conversation

This IS NOT RESET!!

This IS ADERAN WARS II RED APOCALYPSE!!

For the love of Pete stop try to purposely confuse people.
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hy·poc·ri·sy
Show Spelled[hi-pok-ruh-see]
–noun, plural -sies.

1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
2. the practice of professing standards, beliefs, etc, contrary to one's real character or actual behavior, esp the pretense of virtue and piety
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Post by Kenzu Tue Oct 19, 2010 12:57 am

Nomad wrote:Kenzu, we had this conversation

This IS NOT RESET!!

This IS ADERAN WARS II RED APOCALYPSE!!

For the love of Pete stop try to purposely confuse people.

What you mean by reset server is now called Evolutions.

Both Evolutions and Red Apocalypse are reset servers, because each of them restarts after 3 months.
I even added an article on wiki so that people don't get confused anymore.

Reset server is any server that resets, Evolutions is the first reset server we have had, Red Apocalypse is the 2nd one.
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Post by Nomad Tue Oct 19, 2010 1:02 am

so AWII will always rest?

so basicly you just want your game to fall in two seperate classes is all?


you cant just do things like normal people? do a beta and a lunch for a non reset game?

so now when you change it to a "non rest " game all the stuff you talked about it being a "reset" game will make no sense to anyone. since it will no longer be a "RESET" game anymore.

Your one of a kind Kenzu, THANK GOD for that.
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Hipocracy
hy·poc·ri·sy
Show Spelled[hi-pok-ruh-see]
–noun, plural -sies.

1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
2. the practice of professing standards, beliefs, etc, contrary to one's real character or actual behavior, esp the pretense of virtue and piety
3. a pretense of having some desirable or publicly approved attitude.

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