World Republic farming policy
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World Republic farming policy
World Republic has a new farming policy:
Attacker must earn 1 million kuwal for each unit he loses.
This applies for all hits against World Republic members, as well as for all hits by World Republic members.
Attacker must earn 1 million kuwal for each unit he loses.
This applies for all hits against World Republic members, as well as for all hits by World Republic members.
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
Re: World Republic farming policy
I think it is a bit early for such things, as most are still unwilling to hit actives... but I guess no harm no foul..
melonhead- Aderan Worker
- ID : Aspire
Age : 36
Number of posts : 132
Location : your moms closet
Registration date : 2009-02-22
Re: World Republic farming policy
Maybe yes, however I prefer order and that's why I don't think it's a bad idea to have a farming policy.
My calculations are simple. People usually use RPGs, they cost 400.000 per unit. UU costs roughly 100k, training 200k, that's 300k, but only 50% of units die, 50% get wounded.
This adds up to 550.000 kuwal value per 1 casualty.
Now stealing at least 1 million for each 550.000 losses sounds fair to me.
If upgraded weapons will be used, it might grow to 600 or 700k per 1 million lost. Still acceptable value I believe.
-------------------------------
We reached a point when farming actives gives much more kuwal than farming inactives. Considering it costs 100-140 million to buy 10 AT
stealing 160 million from inactives leaves an attacker with little profit
160 million
-20x550.000=-11 million
AT cost = -120 million
TOTAL: 29 million profit
Now farming actives easily leads to 500 million kuwal stolen and 450 losses
500 million
-450x550.000=-248 million
AT cost = -120 million
TOTAL: 132 million profit
Seeing actives give a profit that is a multiple of a profit from an inactive, and also the fact that players tend to keep low defenses, farming actives seems like the only logical step to make.
My calculations are simple. People usually use RPGs, they cost 400.000 per unit. UU costs roughly 100k, training 200k, that's 300k, but only 50% of units die, 50% get wounded.
This adds up to 550.000 kuwal value per 1 casualty.
Now stealing at least 1 million for each 550.000 losses sounds fair to me.
If upgraded weapons will be used, it might grow to 600 or 700k per 1 million lost. Still acceptable value I believe.
-------------------------------
We reached a point when farming actives gives much more kuwal than farming inactives. Considering it costs 100-140 million to buy 10 AT
stealing 160 million from inactives leaves an attacker with little profit
160 million
-20x550.000=-11 million
AT cost = -120 million
TOTAL: 29 million profit
Now farming actives easily leads to 500 million kuwal stolen and 450 losses
500 million
-450x550.000=-248 million
AT cost = -120 million
TOTAL: 132 million profit
Seeing actives give a profit that is a multiple of a profit from an inactive, and also the fact that players tend to keep low defenses, farming actives seems like the only logical step to make.
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
Re: World Republic farming policy
I see you completely ignore the loss of UU you accept that could be placed in income and the income those units could be creating as well.
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
Re: World Republic farming policy
Below is my response to your farming policy
[17 Dec] 18:38 Keinutnai 403,728,258 Kuwal Stolen 10 200 806 5,259,505 3,406,259
Since we are playing a 3 month reset then there should be no need for any farming policies. In fact as this is the first actual round then I think all types of activities should be encouraged not discouraged so that we can ensure all bugs are eliminated
[17 Dec] 18:38 Keinutnai 403,728,258 Kuwal Stolen 10 200 806 5,259,505 3,406,259
Since we are playing a 3 month reset then there should be no need for any farming policies. In fact as this is the first actual round then I think all types of activities should be encouraged not discouraged so that we can ensure all bugs are eliminated
Manleva- Aderan Assassin
- ID : 999
Alliance : TMI
Age : 66
Number of posts : 659
Location : New Zealand
Registration date : 2009-08-17
Re: World Republic farming policy
I agree with manleva, Though order is good, This is really just a test phase where every attack should be encouraged and making people worry about policies seems to be counter intuitive
melonhead- Aderan Worker
- ID : Aspire
Age : 36
Number of posts : 132
Location : your moms closet
Registration date : 2009-02-22
Re: World Republic farming policy
I think you are ignoring the fact that weapons lost in no way resemble the amount of units lost. So the cost of 550,000 Kuwal per casualty is off. In my case it is too high.Keinutnai wrote:My calculations are simple. People usually use RPGs, they cost 400.000 per unit. UU costs roughly 100k, training 200k, that's 300k, but only 50% of units die, 50% get wounded.
This adds up to 550.000 kuwal value per 1 casualty.
Now stealing at least 1 million for each 550.000 losses sounds fair to me.
If upgraded weapons will be used, it might grow to 600 or 700k per 1 million lost. Still acceptable value I believe.
You can see exactly how many Kuwal's worth of weapons you lost, though. So it would be simpeler to not assume an amount, but just add the total amount for weapons to the total amount for UU.
For myself I will give no exact rules. If you farm me it better be very profitable or you will lose your ability to farm me. It's a reset round after all.
Re: World Republic farming policy
Jiro wrote:I think you are ignoring the fact that weapons lost in no way resemble the amount of units lost. So the cost of 550,000 Kuwal per casualty is off. In my case it is too high.Keinutnai wrote:My calculations are simple. People usually use RPGs, they cost 400.000 per unit. UU costs roughly 100k, training 200k, that's 300k, but only 50% of units die, 50% get wounded.
This adds up to 550.000 kuwal value per 1 casualty.
Now stealing at least 1 million for each 550.000 losses sounds fair to me.
If upgraded weapons will be used, it might grow to 600 or 700k per 1 million lost. Still acceptable value I believe.
You can see exactly how many Kuwal's worth of weapons you lost, though. So it would be simpeler to not assume an amount, but just add the total amount for weapons to the total amount for UU.
For myself I will give no exact rules. If you farm me it better be very profitable or you will lose your ability to farm me. It's a reset round after all.
What do you consider very profitable?
I consider 1 million kuwal per 1 casualty profitable. but your way of explaining is extremely vague.
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
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