1 (edited by AnarchyAngel 04-Sep-2012 00:57:59)

Re: Special Ops Bonus

I have been a member since 2003 and I have seen so many changes to this game. I have often wished to be able to perform more special ops within an hour.

Some possibilities are as follows:

If we have a morale bonus for attackers, why not have a special ops bonus for saboteurs...

It sucks only being able to do 7 ops, and then waiting an hour to do one more.

Implement either a racial or planetary bonus to improve either the regeneration rate or the cap for special ops.

OR

Just combine morale and special ops...

Either way, just let us use more ops!

Re: Special Ops Bonus

> AnarchyAngel wrote:

> OR

Just combine morale and special ops...

Either way, just let us use more ops!



This!

Make Eyes Great Again!

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Re: Special Ops Bonus

I also like seperate intel and combat ops...

But morale and ops... wooo fun!

Everything bad in the economy is now Obama's fault. Every job lost, all the debt, all the lost retirement funds. All Obama. Are you happy now? We all get to blame Obama!
Kemp currently not being responded to until he makes CONCISE posts.
Avogardo and Noir ignored by me for life so people know why I do not respond to them. (Informational)

Re: Special Ops Bonus

This would add a new dynamic to the game.

Re: Special Ops Bonus

Maybe one or two extra per tick, would ruin the game otherwise, too many Ops will be bad.

~*✠ ]PW[ Forever ✠*~

Re: Special Ops Bonus

The problem would be balance.

So you combine the two, now we have to define how much each op uses.
So lets say

Hard ops 15%
Soft ops 10%
Self ops, and all intra family ops 5%

The problem now is it regenerates slower then what we have now. 5% morale up to 10% means your getting more initial ops off, but a lot less over time...

But if you decrease the value of the ops, then being able to jump a partax and have him cast 20 FFs in a tick, then another 2 every tick thereafter is rediculous..

So to solve that you'd need to start comparing the networths of two empires to determine how much it costs to op..

But then you'll get abuse by having really small partaxs able to alot of damage against top people..

So now we'ed have to remove partaxes, or nerf them...

See where this is leading? It would need a long long time of balancing to get right.

Re: Special Ops Bonus

I don't think balance would be an issue. If a small partax can get spells across on a larger banker then more power to him. The larger player has the advantage of building more wizards more quickly. Just use the same scalar as a normal attack for any op that shows up in the defending players news report. Use half that for passive ops.

Re: Special Ops Bonus

> AnarchyAngel wrote:

> I don't think balance would be an issue. If a small partax can get spells across on a larger banker then more power to him. The larger player has the advantage of building more wizards more quickly.


Absolutely untrue.
1: The opper chooses the moment of the strike.  If a family, for example, just jumped a resourcer, the opper can choose that moment to take advantage of the resource dedication.
2: Considering relative science burdens, a wizzie opper will generally have smaller research requirements, and therefore more construction science (needing only construction and perhaps resource science depending on whether they produce their own octo), compared to the pop banker (income, construction, welfare).  Result?  The opper will most likely be building wizzies quicker (from a time sense) than the banker.
3: Banker wizzies have to sit there idly for defense.  This has a couple implications:
A: It means it can be actually slightly cheaper to unleash an offensive army than it is to build a defensive army, depending on other circumstances.  If the banker wants to defend himself against attacks that would be stopped by 2 million defensive wizards, I would need to buy the 2 million wizards (expensive in itself), then have them sit around while I pay 2 million in upkeep for them every tick (that's 48 mil per day lost just on upkeep).
B: It means my defenses are relatively known.  Let's say you've got infils on me, and have had them for the past 4 days.  You would have a good idea of my wizard defenses and, as a result, could calculate whether or not you could successfully undertake the attack.  Even if you don't have infils, though, you could use the soft op trick (soft ops require half the wizzies that hard ops do to be successful, generally, so if you can successfully hit a soft op at 40% of your wizzie count, you can probably get the hard op through).  So you have an empirical method of determining what is a proper wizzie count to build.  The banker, on the other hand, is more or less guessing.
C: Worst case scenario, you're a bluff.  I'm a banker, and my fam is about to go to war.  We get spy on targets on your family, and see that you have enough octo for 4 million wizzies.  Assuming our opper doesn't want to fight, and assuming I'm our family's biggest banker, it would probably be a good idea for me to put somewhere between 2 and 3 million wizzies for defense, which would be enough to give you plenty of trouble getting through (I'm not sure on the exact ratios, but let's assume that's true for this purpose).  You, however... don't really need to do a damn thing.  Sure, you have the octo.  However, you could just as easily sit the war out, letting the other pop banker waste 2-3 million gc per tick in upkeep, plus the gc required for those wizzies to build, for a relative daily loss of 48 mil gc for the banker to... 700k octo decayed.  Or better yet, jump your wizzies, scaring their banker into jumping his own defenses... then spend your ops closing attacker portals!  The attackers will give that octo-hoarding pop banker the dirtiest glares ever!  So the opper doesn't actually need to op in order to beat a banker.

Make Eyes Great Again!

The Great Eye is watching you... when there's nothing good on TV...

Re: Special Ops Bonus

> Zarf BeebleBrix wrote:

> > AnarchyAngel wrote:

> OR

Just combine morale and special ops...

Either way, just let us use more ops!



This!

The IC Self-Sufficient Solidarity Players' Association would support this initiative.

~!~!~!Piranhas~~!

Re: Special Ops Bonus

Why are you quoting me only a half hour after I began waivering on my support for the idea?  lol!

Make Eyes Great Again!

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Re: Special Ops Bonus

I would agree with you that there does need to be a limit to the amount of operations that can be performed.

Because of the fact that ops would theoretically cost morale, there will still be a limitation on the damage that can be done with them. If anything it would mean that a saboteur can't just hover over the bankers planets until the attackers kill his defenses with relentless assaults then grab dozens of planets with a small force...

Morale and ops as one... The way it should have been from the start.

Re: Special Ops Bonus

That does, however, create a problem of scaling.

If, for example, we are interested in preserving the one op/tick regeneration equivalent, it would mean the average op would take away 5% morale, which would mean you could get 22 ops off against a target in the surprise attack, as opposed to the current 7 ops.  If I hit a banker with 22 successful hypnos, I would reduce that guy's population to .04% of its original population (Not 4%... .04%.  So if I had 100 million pop, it would be reduced to around 40,000).  That's not just bad.  That banker might as well pass his planets to someone else.

However, if the objective in scaling is to preserve the current ops limit (so 110% morale lost would be about equivalent to 7-8 ops), the amount of ops usable per day would be less than half the current amount, and would only even come near 1/tick after grabbing 5 morale planets.


So the real problem here is mathematics.

Make Eyes Great Again!

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Re: Special Ops Bonus

What you're failing to grasp is the specialized roles of current IC play. An opper wouldn't need to help raid. They would use all their morale to op and then bankers would do the raiding. So in all aspect, it's not limiting it by morale. Especially with a morale cap, now oppers would have extra morale planets and regeneration. You'd give oppers the most power in a fam. Put more fear into fams and limit conflict further.

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

Re: Special Ops Bonus

But do we REALLY need conflict?

Make Eyes Great Again!

The Great Eye is watching you... when there's nothing good on TV...

Re: Special Ops Bonus

Make it for passive ops only...

Everything bad in the economy is now Obama's fault. Every job lost, all the debt, all the lost retirement funds. All Obama. Are you happy now? We all get to blame Obama!
Kemp currently not being responded to until he makes CONCISE posts.
Avogardo and Noir ignored by me for life so people know why I do not respond to them. (Informational)

Re: Special Ops Bonus

> Zarf BeebleBrix wrote:

> Why are you quoting me only a half hour after I began waivering on my support for the idea?  lol!

So you can't edit your reply and withdraw your support for this good idea!  tongue

Re: Special Ops Bonus

Ops are a fam fam's salvation against a big fam farming them (at least it used to be).  Make ops associated with morale would provide a further edge to small fams, which is needed to correct current gameplay imbalances.  One op by a big player on a small one would drain like 50% morale, whereas an op by a small player on a big one would drain maybe 10%?