Balancing Sabotage Missions

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Balancing Sabotage Missions Empty Balancing Sabotage Missions

Post by Kenzu on Wed Jun 08, 2011 10:36 pm

Currently Sabotage Missions are imbalanced, too powerful when the defending player has no spies, destroying 2 times more value of weapons even if attacking spies have weak covert.
They will be adjusted so that effectivity of explosives will be based on a tech modifier, which is equal to covert power per spy / average weapon power per weapon (considering all weapons including weapons that are not used.)

What this means is that before the update weak could destroy 2 times more value when targeting weapons such as RPG, which have 200 power, but after the update a spy that has a power of only 100 will have to spend 2 kuwal on explosives to destroy 1 kuwal of 200 power RPG. Of course if attacking spy and weapons are of same technology, then explosives will be almost equally effective
(explosives gain a 10% bonus when blowing up weapons)

This means that to destroy more value of weapons than value of explosives lost, you have to send spies against enemies, which are more powerful than the weapons.
(techs, personal bonuses, resource bonuses and yala bonuses are also considered)
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Post by Manadomiel on Thu Jun 09, 2011 2:22 am

What a stupid thing to do. Makes people with weapons more powerful than they are already.

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Post by Nomad on Thu Jun 09, 2011 2:34 am

why do spies get a 10% bonus?
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Post by Manleva on Thu Jun 09, 2011 7:02 am

Kenzu wrote:Currently Sabotage Missions are imbalanced, too powerful when the defending player has no spies, destroying 2 times more value of weapons even if attacking spies have weak covert.

Why is this imbalanced? Surely the obvious answer is simply to make the players aware that not investing in spy's can have consequences. This then becomes a calculated risk that they make by not training them.
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Post by Kenzu on Thu Sep 01, 2011 3:09 pm

Kenzu wrote:Currently Sabotage Missions are imbalanced, too powerful when the defending player has no spies, destroying 2 times more value of weapons even if attacking spies have weak covert.
They will be adjusted so that effectivity of explosives will be based on a tech modifier, which is equal to covert power per spy / average weapon power per weapon (considering all weapons including weapons that are not used.)

What this means is that before the update weak could destroy 2 times more value when targeting weapons such as RPG, which have 200 power, but after the update a spy that has a power of only 100 will have to spend 2 kuwal on explosives to destroy 1 kuwal of 200 power RPG. Of course if attacking spy and weapons are of same technology, then explosives will be almost equally effective
(explosives gain a 10% bonus when blowing up weapons)

This means that to destroy more value of weapons than value of explosives lost, you have to send spies against enemies, which are more powerful than the weapons.
(techs, personal bonuses, resource bonuses and yala bonuses are also considered)

This issue has been fixed!
Now Sabotage missions always consider technology differences, even in cases when defender has no spies.
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Post by Steveanaya on Thu Sep 01, 2011 6:16 pm

In the middle of the round as usual
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Post by Kenzu on Fri Sep 02, 2011 7:40 am

Bugs are to be fixed as soon as possible. They cannot wait for another 2 months.

Other updates, which don't fix bugs, but introduce new things to the game, come usually after been announced some time in advance. Due to time constraints it's simply impossible to bring all desired updates during round change. If however a round is soon to end, then if possible, the updates will be postponed to the next round.

Currently there are still more than 2 months for the round to end.

To be well prepared for changes, please read on the forum, and in the newspage what updates are planned and act accordingly.
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Post by Nomad on Fri Sep 02, 2011 11:13 am

Kenzu wrote:Bugs are to be fixed as soon as possible. They cannot wait for another 2 months.

I agree with Kenzu here, a known bug being left in place for almost 3 months already did not need to be left in place for 2 more months.


Last edited by Nomad on Fri Sep 02, 2011 11:14 am; edited 1 time in total (Reason for editing : corrected time frame)
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Post by Manleva on Fri Sep 02, 2011 11:45 am

Kenzu wrote:Bugs are to be fixed as soon as possible. They cannot wait for another 2 months.

I would agree with this in principle however I cannot see this comments relevance when it is posted in an Upcoming Updates section.

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Post by Nomad on Fri Sep 02, 2011 10:27 pm

Manleva wrote:
Kenzu wrote:Bugs are to be fixed as soon as possible. They cannot wait for another 2 months.

I would agree with this in principle however I cannot see this comments relevance when it is posted in an Upcoming Updates section.


It was a rebuttle to the remark made about mid round changes. I mean its very weak considering its been know and in place for 3 months already, but things do need to be fixed quickly. I guess 3 months is as fast as this one could be fixed.
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Post by Kenzu on Sat Sep 03, 2011 8:46 am

Manleva wrote:
Kenzu wrote:Bugs are to be fixed as soon as possible. They cannot wait for another 2 months.

I would agree with this in principle however I cannot see this comments relevance when it is posted in an Upcoming Updates section.


I believe some people did not see it as a bug, that's why it has been announced this way.
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Post by Kenzu on Fri Feb 03, 2012 7:18 am

This update has been released long time ago. Topic closed.
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