Bold rework of farming system [VERY LONG]
Page 1 of 4 • Share •
Page 1 of 4 • 1, 2, 3, 4 
Bold rework of farming system [VERY LONG]
Before starting any talk about this I'll say 4 things:
1) I always hated how all someone had to do to never get farmed was to keep their def above the top strike
2) I always hated how all you needed to rob someone of their kuwal was to get in just one lucky hit, even if it was just a few hundred points in a battle where the power used was in the millions
3) I honestly think this would be a change for the better
4) Suggestion section => too much negative feedback and this wont happen
IF you can't be arsed to read this then scroll down to the red text to get the main point of this suggestion. However if you skip right to it, you'll most likely not fully understand the what and why. The part in bold and underlined is the actual part for discussion, obviously only of course if you're not absolutely against the idea.
THE SUGGESTION
Step 1:
- ST values multiplied everywhere by 5 (production per turn, max amount, cost of attack, etc.)
- Weapon power multiplied by 10 (Knife becomes 50 points, etc.)
- Unit power dropped by a factor of 10 (Super instead of giving 10 fold multiplier of weapon used, will become 1 fold multiplier)
End Result for Strike and Defense Action values: NONE
End Result for me, more freedom in working with weapon damages (you can't really do much with a weapon that loses 5-10 points with each hit, even a change in 1 point will be too much for fine tuning)
Step 2:
- ST cost to farm dropped to 2 ST again
- AT cost to farm dropped to 2 AT from 10 AT
- Attack losses and Weapon damages dropped to 20% of current values (only for farm attacks)
- Added option to launch 1-5 consecutive attacks (5 being the default value automatically submitted unless otherwise specified)
- Each attack (even if consecutive) uses up 2 ST, so 5 consecutive attacks use up same amount of AT/ST as 5 attacks on different people
- Kuwal stolen per hit from 90-100%, down to a 5-step leveling depending on how many attacks you send 30%/52.5%/70%/85%/97.5% (random spread of a few % up and down obviously)
You send in 5 attacks you pay the same costs and can get from 95-100% of kuwal, so no difference there to the current setup
Step 3 (this is where the actual rework starts):
- Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
- Random factor of defense power in battle remains unchanged at 90-105%
- Even if you dont manage to "beat" the defense, you still have a chance of stealing some kuwal(in a realm there's many factories and areas to protect, not all will be defended with the same power so sometimes you're lucky enough that some of your battalions catch a weak spot and can loot some of the warehouses)
- Both amount stolen and the chance of anything being stolen at all in case of a defeated attack depends on the strike/defense ratio. So even a strike that's half of a defense power has a chance of stealing something but even if it's just one attack it will not be anywhere the 30% you normally could get.
Advantages for the game:
- Smaller players might login to see they've been only robbed of 30-60% of the kuwal they had out instead of everything
- Attacks will become more frequent, since instead of attacking one person for 100% of kuwal you could get 5 people for 30% of their kuwal giving you potentially up to 1.5 times the loot.
- Attacks by users with lower strike than an enemy defense actually become a possibility meaning someone with a juicy amount of kuwal still has a need to worry even if their def tops everything ingame built at the moment. Also weaker players have an option to hit back larger players somewhat.
- Opens up a wide array of options in terms of race techs (more kuwal stolen per hit, higher chance of success even vs larger def, chance of not losing kuwal at all, etc.)
Disadvantages:
- Defs become partially a less effective means of protecting kuwal
- People with top ranked defs will have a reason to bank more often than they do at the moment
1) I always hated how all someone had to do to never get farmed was to keep their def above the top strike
2) I always hated how all you needed to rob someone of their kuwal was to get in just one lucky hit, even if it was just a few hundred points in a battle where the power used was in the millions
3) I honestly think this would be a change for the better
4) Suggestion section => too much negative feedback and this wont happen
IF you can't be arsed to read this then scroll down to the red text to get the main point of this suggestion. However if you skip right to it, you'll most likely not fully understand the what and why. The part in bold and underlined is the actual part for discussion, obviously only of course if you're not absolutely against the idea.
THE SUGGESTION
Step 1:
- ST values multiplied everywhere by 5 (production per turn, max amount, cost of attack, etc.)
- Weapon power multiplied by 10 (Knife becomes 50 points, etc.)
- Unit power dropped by a factor of 10 (Super instead of giving 10 fold multiplier of weapon used, will become 1 fold multiplier)
End Result for Strike and Defense Action values: NONE
End Result for me, more freedom in working with weapon damages (you can't really do much with a weapon that loses 5-10 points with each hit, even a change in 1 point will be too much for fine tuning)
Step 2:
- ST cost to farm dropped to 2 ST again
- AT cost to farm dropped to 2 AT from 10 AT
- Attack losses and Weapon damages dropped to 20% of current values (only for farm attacks)
- Added option to launch 1-5 consecutive attacks (5 being the default value automatically submitted unless otherwise specified)
- Each attack (even if consecutive) uses up 2 ST, so 5 consecutive attacks use up same amount of AT/ST as 5 attacks on different people
- Kuwal stolen per hit from 90-100%, down to a 5-step leveling depending on how many attacks you send 30%/52.5%/70%/85%/97.5% (random spread of a few % up and down obviously)
You send in 5 attacks you pay the same costs and can get from 95-100% of kuwal, so no difference there to the current setup
Step 3 (this is where the actual rework starts):
- Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
- Random factor of defense power in battle remains unchanged at 90-105%
- Even if you dont manage to "beat" the defense, you still have a chance of stealing some kuwal(in a realm there's many factories and areas to protect, not all will be defended with the same power so sometimes you're lucky enough that some of your battalions catch a weak spot and can loot some of the warehouses)
- Both amount stolen and the chance of anything being stolen at all in case of a defeated attack depends on the strike/defense ratio. So even a strike that's half of a defense power has a chance of stealing something but even if it's just one attack it will not be anywhere the 30% you normally could get.
Advantages for the game:
- Smaller players might login to see they've been only robbed of 30-60% of the kuwal they had out instead of everything
- Attacks will become more frequent, since instead of attacking one person for 100% of kuwal you could get 5 people for 30% of their kuwal giving you potentially up to 1.5 times the loot.
- Attacks by users with lower strike than an enemy defense actually become a possibility meaning someone with a juicy amount of kuwal still has a need to worry even if their def tops everything ingame built at the moment. Also weaker players have an option to hit back larger players somewhat.
- Opens up a wide array of options in terms of race techs (more kuwal stolen per hit, higher chance of success even vs larger def, chance of not losing kuwal at all, etc.)
Disadvantages:
- Defs become partially a less effective means of protecting kuwal
- People with top ranked defs will have a reason to bank more often than they do at the moment
Last edited by Admin on Sun Sep 27, 2009 12:20 am; edited 1 time in total

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Bold rework of farming system [VERY LONG]
you didn't mention it, but I think I know the answer. Still, to be seen by everyone.
The AT/ST cost of a 1 attack mission is 20% the AT/ST cost of a 5 attack mission?
The AT/ST cost of a 1 attack mission is 20% the AT/ST cost of a 5 attack mission?
Sandwalker- Aderan Spy

- Number of posts: 364
Registration date: 2009-01-11
Re: Bold rework of farming system [VERY LONG]
From what I see I am incouraged to agree with it.
few questions
Super is a 1 time multiplier? so supers are the same power as normal men? if so why, whats the reason for having them?
why just strike? if you do both strike and def then you only have to do half the amount. then you have a more dynamic set up as both may go high, low or in opposite directions. reason I would like to see them more equal is a strike can abuse its 15% advantage, that make strikes 15% stronger then an equal def.
few questions
Super is a 1 time multiplier? so supers are the same power as normal men? if so why, whats the reason for having them?
Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
- Random factor of defense power in battle remains unchanged at 90-105%
why just strike? if you do both strike and def then you only have to do half the amount. then you have a more dynamic set up as both may go high, low or in opposite directions. reason I would like to see them more equal is a strike can abuse its 15% advantage, that make strikes 15% stronger then an equal def.
Nomad- Aderan Super Soldier

- Number of posts: 844
Registration date: 2008-12-17
Re: Bold rework of farming system [VERY LONG]
I like and support, makes it more interesting
Hai-Shulud- Aderan Farmer

- Number of posts: 76
Registration date: 2009-07-24
Re: Bold rework of farming system [VERY LONG]
Nomad wrote:
Super is a 1 time multiplier? so supers are the same power as normal men? if so why, whats the reason for having them?
Right now if you arm a super with a knife which has 5 power you get 50 strike/defense action (10 multiplier x5 knife power)
normals consequently give 25 power with a knife (5 multiplier x5 knife power)
The update would make this
Super => 1 multiplier x 50 knife power = 50 Action
Normal => 0.5 multiplier x 50 knife power = 25 Action
Action remains the same
Nomad wrote:Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
- Random factor of defense power in battle remains unchanged at 90-105%
why just strike? if you do both strike and def then you only have to do half the amount. then you have a more dynamic set up as both may go high, low or in opposite directions. reason I would like to see them more equal is a strike can abuse its 15% advantage, that make strikes 15% stronger then an equal def.
lol how can you abuse something that's random, it would go both ways, plus even if you dont beat the def but miss it by a few % you'll be still very likely to get some kuwal and very close to the amount you would have gotten with a successful hit.
Reason for no increasing random chance for def. Dunno if someone gets 120% and the other 75% that's 1.6 fold difference. For the attacker farming that's a statistical disadvantage, he gains no benefits for having a ratio of higher than 1, but loses out on all the fights where the ratio drops below 1.

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Bold rework of farming system [VERY LONG]
Sandwalker wrote:you didn't mention it, but I think I know the answer. Still, to be seen by everyone.
The AT/ST cost of a 1 attack mission is 20% the AT/ST cost of a 5 attack mission?
yes and added

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Bold rework of farming system [VERY LONG]
I would agree with these ideas.
It all boils down to adding the option to attack for variable return.
It all boils down to adding the option to attack for variable return.
Sandwalker- Aderan Spy

- Number of posts: 364
Registration date: 2009-01-11
Re: Bold rework of farming system [VERY LONG]
Sandwalker wrote:I would agree with these ideas.
It all boils down to adding the option to attack for variable return.
and the option of having the chance of stealing something from a defense that's larger than your strike

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Bold rework of farming system [VERY LONG]
yes, that too.
Sandwalker- Aderan Spy

- Number of posts: 364
Registration date: 2009-01-11
Re: Bold rework of farming system [VERY LONG]
I AGREE WITH
Have 10 times more points for weapons and attack and defense units have 0.1 of power
I DISAGREE WITH
- Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
- Random factor of defense power in battle remains unchanged at 90-105%
Dont force players to attack multiple times!
It would be a waste of time.
Instead make changes only to those who would fail under present circumstances.
Have 10 times more points for weapons and attack and defense units have 0.1 of power
I DISAGREE WITH
- Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
- Random factor of defense power in battle remains unchanged at 90-105%
Dont force players to attack multiple times!
It would be a waste of time.
Instead make changes only to those who would fail under present circumstances.

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Bold rework of farming system [VERY LONG]
lol this is awesome ..
i agree with everything.. was thinking to propose this .. plus it makes the game more real..
i agree with everything.. was thinking to propose this .. plus it makes the game more real..

Kira- Aderan Worker

- Number of posts: 147
Age: 99
Location: Beyond Imagination, Beyond Dreams, Beyond Mind's Eye
ID: 701 - Kira
I wish I was a cowboy.
Alliance: The "z0mg Ninjas" Clan
Registration date: 2009-06-21
Re: Bold rework of farming system [VERY LONG]
Kenzu wrote:Dont force players to attack multiple times!
It would be a waste of time.
not forcing anyone, default setting will be that you attack once and steal all kuwal, just like now
all you'll need to do is have a strike larger than a def and press one single button, just like now
direct contradiction to the suggestion

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Bold rework of farming system [VERY LONG]
instead of having a big distribution of possible attack/defense action 75%-120%,
0.75/1.1=0.681
1/0.681 = 1.47
=> this means that an attacker has to have practically 47% more strike than defender to be 100% sure to steal kuwal!
INSTEAD make more possibilities of attack:
Standard Attack
Attacker deals 100% damage
Attack with Risk
Attacker deals 75%-125% damage
Attack with high Risk
Attacker deals 50%-150% damage
Attack with highest Risk
Attacker deals 0%-200% damage
0.75/1.1=0.681
1/0.681 = 1.47
=> this means that an attacker has to have practically 47% more strike than defender to be 100% sure to steal kuwal!
INSTEAD make more possibilities of attack:
Standard Attack
Attacker deals 100% damage
Attack with Risk
Attacker deals 75%-125% damage
Attack with high Risk
Attacker deals 50%-150% damage
Attack with highest Risk
Attacker deals 0%-200% damage

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Bold rework of farming system [VERY LONG]
I don't agree with:
Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
Plus how does that affect those who have actually invested in defense techs? Those get very expensive in time and would make it virtually worthless if you change it to 75% (random factor if someone has invested up to 125%, it would cancel out that 25%)
Also, how will this affect Miraya who automatically has bonuses to defense? Or to Daning who have the bonuses to attack?
To me this is telling people you get a chance to take their kuwal, attack several times! I kinda agree with kenzu on this. Especially if your strike repairs are very low in comparison (including retraining lost units).
Don't make the supers COST 10x since they'll only be worth 2x (2 times the regulars) instead of 10x with this. To do this, give a refund on the 10x we've spent on supers over regular soldiers as well. We paid for the 10x power, not 1x vs 0.5x.
Not only are these bold changes, they're changes being made to the basic operation of the game almost 10 months after the game has come out and we still have several areas of the game that aren't functional yet. Meaning those who have paid the kuwal for the weapons levels and the supers/regular soldiers + arming them are set back so the newer players have more of an advantage. Right now newer players can still attack other newer players and get up higher instead of sitting at rank #300+. Also people have paid real cash (euros/usd) for advances or upgrades, including on the black market which will be negated because of some of these changes. Such as spending $$ to get enough to buy more supers at 10x the cost of a regular soldier. Or buying kuwal to up the techs.
New people can still attack new and lower people or people who have abandoned the game and left their accounts open without deleting since those accounts still have uu and produce kuwal (even in small amounts).
This way, someone ranked #300 can attack the #3 player and get something from him/her. What would be the point then?
Random factor of strike power in battle changed from 90-105% to 75-120% (identical average value)
Plus how does that affect those who have actually invested in defense techs? Those get very expensive in time and would make it virtually worthless if you change it to 75% (random factor if someone has invested up to 125%, it would cancel out that 25%)
Also, how will this affect Miraya who automatically has bonuses to defense? Or to Daning who have the bonuses to attack?
- Both amount stolen and the chance of anything being stolen at all in case of a defeated attack depends on the strike/defense ratio. So even a strike that's half of a defense power has a chance of stealing something but even if it's just one attack it will not be anywhere the 30% you normally could get.
To me this is telling people you get a chance to take their kuwal, attack several times! I kinda agree with kenzu on this. Especially if your strike repairs are very low in comparison (including retraining lost units).
- Unit power dropped by a factor of 10 (Super instead of giving 10 fold multiplier of weapon used, will become 1 fold multiplier)
Don't make the supers COST 10x since they'll only be worth 2x (2 times the regulars) instead of 10x with this. To do this, give a refund on the 10x we've spent on supers over regular soldiers as well. We paid for the 10x power, not 1x vs 0.5x.
Not only are these bold changes, they're changes being made to the basic operation of the game almost 10 months after the game has come out and we still have several areas of the game that aren't functional yet. Meaning those who have paid the kuwal for the weapons levels and the supers/regular soldiers + arming them are set back so the newer players have more of an advantage. Right now newer players can still attack other newer players and get up higher instead of sitting at rank #300+. Also people have paid real cash (euros/usd) for advances or upgrades, including on the black market which will be negated because of some of these changes. Such as spending $$ to get enough to buy more supers at 10x the cost of a regular soldier. Or buying kuwal to up the techs.
New people can still attack new and lower people or people who have abandoned the game and left their accounts open without deleting since those accounts still have uu and produce kuwal (even in small amounts).
This way, someone ranked #300 can attack the #3 player and get something from him/her. What would be the point then?
Kismet- Aderan Farmer

- Number of posts: 74
Age: 38
Registration date: 2009-04-01
Re: Bold rework of farming system [VERY LONG]
@Kenzu: why don't we just implement a random number generator, when someone attacks someone else, each of them rolls a dice with the generator. The highest dice roll wins the kuwal. Weeeeee, ins't this fun?
Sandwalker- Aderan Spy

- Number of posts: 364
Registration date: 2009-01-11
Page 1 of 4 • 1, 2, 3, 4 
Permissions of this forum:
You cannot reply to topics in this forum



