Balancing sabotage

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Balancing sabotage

Post by Manadomiel on Fri Sep 16, 2011 8:58 pm

Increase the effectiveness of sabotage so you destroy 2x the value of your explosives * the ratio of attacker's covert power per unit / defender's covert power per unit.
Either that or keep it as is, but return 50% of the value of the destroyed weapons to the attacker's bank.
Right now people who specialise in strike are at a great advantage as your main source of income is strike anyway, so you can get by without any other stats and make people spend more Kuwal then what you lose in order to take it down.
Sabotage has been nerfed as well as assassination.

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Re: Balancing sabotage

Post by kaiballz on Sat Sep 17, 2011 3:38 am

I really agree with what Manadomiel has stated here... the advantage for people who specialise in strike is painfully obvious with this change of sabotaging...

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Re: Balancing sabotage

Post by Kenzu on Sat Sep 17, 2011 9:12 am

Please explain in more detail what you mean, because right now I feel that I might have missed out on some thoughts of yours.

Let us first have a look who is at an disadvantage, a player who puts everything into covert, or everything into strike, if they mass each other.
If the striker has say 200 power per soldiers and covert guy 200 power per spy, then they are equally strong in sabotage and hunt spies respectively, because the one who attacks will destroy about 10% more due to the penalty that the defending player gets. (assuming there are no defenses)

however, I believe that they spy player is actually at an advantage, because as soon as he manages to sabotage all of players weapons, he may continue with assaults resulting in a 2:1 kill to death ratio.

If however the striker masses other spies, he can never achieve such ratio.

Additionally its much more costly for a player to build a strike then to build effective covert. For covert all you need are spies, and they cost only 200.000 per unit, however if you train only attack soldiers, then they are useless unless you build weapons too. Since most players upgrade to skill and weapons of roughly 200, it means that most players will need at least RPG to counter the threat posed by enemies, so additional 400.000. This means that attacker needs 600.000, whereas spy needs only 200.000 to be efficient in defense.

Yes, it is true that attackers have it easier to farm, that's what strikes are for, however please consider that most victims are inactive players anyway, and against them 200 power per soldier is enough. If you trade with a couple people, research Snipers (160 power) and boost attack to 110%, you will have reached the 200 power to fight efficiently at a marginal cost.

Also, when farming active players, there is a risk of being massed, no matter how much profit you make, and if the active players build enough defense, then your effort of a powerful strike was pointless for farming actives, and you might have used the resources elsewhere with more success.

That's why it's arguable if there is really an advantage.

If strike players were really in such a big advantage, shouldn't they be crowded in the top ranks?



So right now spies have it easier from a military standpoint as they need their "weapons" explosives only when they attack themselves.

After making weapons more expensive (compared to main), and after forcing assassins to have weapons, only spies remain that are way to easy to boost stats with as Nomad has pointed out.

I am thinking about ways how to make it equally hard for all stats to be built, which means that increasing covert will be made more costly in the future. (Not in round 4 though).

If you still believe that spies are too weak compared to attackers, then I welcome you to give more arguments to support your viewpoint. Also, you might want to consider playing for Kyora in the next round, or at least giving your race more covert points. You can even shift 2 points each week during this round through "Account Settings", "Personal Bonus"
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