Re: Farming Fix

These ideas are all interesting. It's frustrating to play in a small family, while larger families feed off of you. I don't like the third idea, because it'd be somewhat expensive to calculate.
What are some other ideas? All I can think of is adding a bonus to the defenders of a planet depending on how close it is to their home system.

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Re: Farming Fix

> Ps wrote:

> These ideas are all interesting. It's frustrating to play in a small family, while larger families feed off of you. I don't like the third idea, because it'd be somewhat expensive to calculate.
What are some other ideas? All I can think of is adding a bonus to the defenders of a planet depending on how close it is to their home system.


Absolutely. I think exponential bonuses and penalties based on distance from home system,  and exponential bonuses and penalties resulting from difference in NW between families are the ticket to reducing long term raiding of smaller families. Attacking a much smaller family should be as much if not more of a risk (from the standpoint of cost/benefit) as attacking a family of the same size. As the mechanics stand right now, portal near the core of an half inactive family and you have a guaranteed glut of planets at the expense of their more active players, which kills their (real life) morale for the game. As long as the game mechanics allow this fast, easy, low risk, high reward path, people are going to use it. Time to put up some real road block and speed bumps. The "exponential restriction" approach will also shift combat to where it should be, along the borders of territory, rather than a monstrous army magically appearing in the middle of a territory and obliterating it. The game needs mechanics to produce 2 dimensional geographic limitations to the feasibility of large scale warfare.

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3 (edited by Humidity 03-Feb-2012 13:35:45)

Re: Farming Fix

I actually made a formula the other week but no one seemed interested in it.. It concerncs exactly this... Basically it lowers the attack base of the larger player. So the smaller the guy they attack, the less effective there fleet is... It takes into account family and player networth....

this is the formula i came up with::

=100-(((100*((1-(DF/AF))*((AF-DF)/AF)))+((50*((1-(DP/AP))*((AP-DP)/AP))))

Where:
ap= attacking player nw
dp= defending player nw
AF= attacking family nw
DF= defending family nw


Its a beta stage formula though so might need updating somewhere but as an example... Currently in pw

Say a fam has 700k nw and attacks a fam with 600k nw.. And the attacking player has 150k nw, defending player 100k.. The resulting attack would attack with 92% attack force than usual.. So the units base attack is 8% lower... That is pretty small and so it shoud be as they are similar nw for family and close enough with player size...

now if you were to farm someone for example.. a fam with 2 mil nw, attacking a fam with 1.2 mil nw, and a player with 600k nw destroying a player with 300k nw.. the attack would now be only 71.5% of usual.. Thats almost 30% weaker.. So 30% fleet strength loss..

Now granted this doesnt stop farming altogether, but it will cause much greater losses to the attacking player..


Just to clarify, the formula takes family size into account more than it does player nw, since that varies quite easily... It also should be placed under some limits by IF.. So that the attacker doesnt actually gain a bonus when hitting a bigger player, it shouldnt work like that.. That is too much of an advantage, it shoud only work when getting attacked..

So for example IF ans > 100 then ans = 100 smile

- HUMI FOR MOD!!!

4 (edited by Paininside 03-Feb-2012 13:47:45)

Re: Farming Fix

i like <3

but u stil have to include attack bonus from the race/rc.

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Re: Farming Fix

This goes after that... So basically say you have 50% attack bonus and a droid does i dont know 8 damage... it does 12 due to your attack bonus, then you do the minus 30% so it now does, 8.4 attack!

big_smile

- HUMI FOR MOD!!!

6 (edited by Kollop 06-Feb-2012 15:37:33)

Re: Farming Fix

Change the score ranking:

Score would change according to the ranking of the fams you attack:

Fam bigger 5 points/successful attack
Fam smaller by 1: 4 point
Fam smaller by 2: 3pts
Fam smaller by 3: 2pts
Fam smaller by 4 : 1pts
Fam smaller by 5: 0 pt
Fam smaller by 6:-1pts

etc etc

Ofc size and nw would be calculated in this score in order that top fams dont finish behind bottom fam.
But a fam with biggest size and NW that farmed all round could be finally ranked behind another fam just behind that never farmed

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

Re: Farming Fix

ppl don't care about it because the way it has been done it doesnt mean anything atm

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

8 (edited by Zarf BeebleBrix 07-Mar-2012 02:34:16)

Re: Farming Fix

The score concept might be nice, i also think we need to up the protection from 35% to 50% ?
It just sucks when you got big people all over your systems and you got a new player in your family who can [mess] it all up.

i dont understand what the current score does or how it adds up but nobody gives anything about it as it doesn't do anything
i believe the idea of reducing attacking strenght the further away you are from your home system is a bad idea.

I believe the answer lies in the score and Networth and maybe planet count.
I do believe a overal system of family Score, networth and planet count should be calculated.

Example:
fam 1 has 5mill Networth and 1000 planets
Fam 2 has 14mill networth and has 2300 planets

fam 1 gets a 1 or 2% in attacking strenght for every 100 planets. fam 2 has 1300 planets more so fam 1 gets a overal 13 / 26% more attacking strenght.
Fam 1 fails below 4900000 networth means they are under the 35% rule but since they are attacking the fam can still be attacked. Maybe we should try to make the 35% rule harder and once you fall below the 35% treshhold that you are immume to attacks. if fam 1 attacks again they lose 5% of that protection,  so now they need to be below 4.2mill networth to be immume to attacks if they still attack another 5%.

I rather see this happen with a 50% networth rule, so: 50% - 45% - 40% - 35%.  35% should be the hard cap, if the player still attacks fam 2 and when he is under the protection of the 35% rule in this case only he becomes attackable and the rest of his fam stays immume.