Topic: Change to make attacking more rewarding

I just had a thought, now that Supernova has finished. People are complaining that SuperNova was lacking attacking, full of naps & IA's and was boring. What is needed is incentive to attack over infra-whoring till EOR (Which is what I want to do these days)

Drop NW as a displayed stat and replace it with "Fame" or "Power". Fame/Power will be the same as NW but also include a +1 per attack made and +100 per planet taken. NW will stay as background stat and continues to be used to determine attacking ratio (i.e. 45% of nw to be able to attack) and to determine score but nowhere is it displayed.

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

Re: Change to make attacking more rewarding

I like the fame idea, but if NW isn't displayed anywhere and is still used in calculations, how will players know who they can attack?  I've seen clever players with very low nw's acquire 100+ planets from opportunistic attacks.  That would make their fame very high, and to anyone not keeping infils potentially make them look like a good target while they're still outside the proper NW threshold.

<KT|Away> I am the Trump of IC

Re: Change to make attacking more rewarding

That is a benefit in my eye... no one will known if they are too small, or if they can attack, hopefully leading towards more shares without the "coring" problem. Anyone who was interested enough could of course workout their own NW and their fams nw, and infils might help with determining nw of others, though that calculation would of course now become more difficult, also leading towards banker farming being harder.

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

4

Re: Change to make attacking more rewarding

this fame idea is very kool, and I've had a briliant idea based on it, but I'm posting it in a new thread.

Re: Change to make attacking more rewarding

My intention is to add an attacking version for Top Lists, which will track key Attacking criteria.  This in effect will let you know whot he good attackers are (to an extent, obviously) etc etc.

I just haven't got round to it yet!

But yea, an overall scoring thing could be cool, too.

Re: Change to make attacking more rewarding

It won't make any difference,  people will still Nap and IA.  Choice - war with someone and have to spend every hour playing this game ping ponging planets OR make a Nap and just do the easy stuff.  Simple answer...

the answer lies in bounty for capturing planets

"It's very quiet on the political arena. I wish someone would stir up some trouble!"

Re: Change to make attacking more rewarding

Orbit: but doing that will not shoot you up the rankings, so there is no reward.. ping-ponging will in fact push you up the ranks so therefore has a point.

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

Re: Change to make attacking more rewarding

Need changes to make attacking more user-friendly.  As it is, it is too cumbersome and time consuming to be a decent attacker.

Re: Change to make attacking more rewarding

You_Fool wrote:

Orbit: but doing that will not shoot you up the rankings, so there is no reward.. ping-ponging will in fact push you up the ranks so therefore has a point.

What Orbit is saying though, is that rankings will just be that, people will find a way to get to the top.  However, for the game, we actually need to make it more worthwhile to capture and retain planets.

Re: Change to make attacking more rewarding

Torqez wrote:
You_Fool wrote:

Orbit: but doing that will not shoot you up the rankings, so there is no reward.. ping-ponging will in fact push you up the ranks so therefore has a point.

What Orbit is saying though, is that rankings will just be that, people will find a way to get to the top.  However, for the game, we actually need to make it more worthwhile to capture and retain planets.

lol, and having said that - that's kinda the topic of your thread anyway tongue

11 (edited by You_Fool 20-Sep-2013 00:01:05)

Re: Change to make attacking more rewarding

yeah Troq, the basic idea is to get attacking more popular. At the moment there are two main focus on what means "good" or "winning" in IC, size and nw. Size is sort of related to attacking whilst nw is more related to econ. Problem is that size also related to econ, and is now directly related to attacking prowess. So my thought is to drop nw and replace with another score system that is directly related to how good the attacking was, though in my system here nw is still a component of the "fame" score so being good at econ still gives a boost to ranking, but the small attacker who keeps his small fam's systems clear of threats gets recognition as well.


Actually an idea is to have negative fame as well? though i had wanted to give benefit for keeping a war going.

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

Re: Change to make attacking more rewarding

And "negative fame" would actually affect ingame abilities, as opposed to just being a ranking measure?

13 (edited by You_Fool 23-Sep-2013 05:40:47)

Re: Change to make attacking more rewarding

no, that was Xeno's idea.. I see no reason for this attacking based score to effect in game abilities - it is a scoring system that rewards attacking as well as building stuff

Also i should point out that my desire atm is too just be lazy and build stuff all round in Supernova, I have no desire to "win" and the current NW & Size based rankings work well for me, I can make top 20 easily enough - assuming i remember to log on at EOR and do my jump...

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

Re: Change to make attacking more rewarding

Attacking should be fun, easy, and players should be able to be effective at it by logging in 1 or 2 times a day for 30minutes to 1hour of total time spent online per day. 

A system whereby the moderately active player can choose the auto-attacking / retaking option, or the auto infra building or auto unit building OPTION, is what most players want.

The scoring system isn't going to attract more attackers.  Making attacking more fun, less cumbersome and annoying, more user-friendly, etc. is what will attract attackers.

15 (edited by Render 03-Oct-2013 21:15:34)

Re: Change to make attacking more rewarding

Appart of the fame thing, or new skoring, like I told in other thread, there should be a reward for families that go to bloody war.
Right now, kontenders are families that avoid bloody & long wars and instead go for easy targets or vulture the loots of other fams that went to war.  This is a shame and it happens every round.  So the tendenzy goes against wars and in favour of infra and spekulation.

Well I have a solution to reduze this spekulation and reward families that go to bloody and long wars, to kreate a PROTEKTION time after a war is kanzeled.   This time would be based on the % of NW lost by a family in a war and the time spent on it.

It works this way:

*When a leader deklares a war, the family NW is saved in a variable kalled "InitNW", and a kounter kalled "WarTiks" is kreated at zero.  This kounter grows with every tik the war status is enabled (+1 every tik).
Also the total NW of the galazy is saved in a variable kalled "InitGalNW"

*When a leader kanzels a war, the family NW is saved in a variable kalled "FinNW", and the kounter "WarTiks" is stopped.
Also the total NW of the galazy is saved in a variable kalled "FinGalNW"


The formula to estimate the PROTEKTION time for the family is like this:
==========================================================

1st we get the NW% lost (or won) by the family 
--->  NW%lost = 100 - ((FinNW*100) div (InitNW))
Notize if the family NW inkreased with the war, this number will be negative.

2nd we get the %time of the round dedikated to this war, by using the kounter   
----> %wartime = 100* (WarTiks div RoundTiks)
Where RoundTiks is the total amount of tiks in the round.

3rd we get the %galNWlost respekt to the rest of the galazy while the war lasted 
----> %galNWlost = 100* ((InitNW div InitGalNW) - (FinNW div FinGalNW))


Finally get the PROTEKTION time (in tiks) awarded for that family
----> PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime))
If PROT is a negative value or zero then its not applied.



So if "A" family lost 25% of their NW during a war of 72h, when the total time of the round is 1080h (1.5 months), and lost a 4%NW in proportion to the galazy growth, this family is awarded with a PROTEKTION period of 55 hours (tiks).
PROT = 25 + 6 + (4*6) = 55

And if "B" family won 15% of their NW in the same war, but kanzeled the war 12 tiks later than the other side, and lost a 2%NW in proportion to the galazy growth, this family is awarded with a PROTEKTION period of 6 hours (tiks).
PROT = -15 + 7 + (2*7) = 6


I dare you test this formulas with real war kases, and you'll find the reasoning and fairness of it.

Additional Rules:
==============
The PROTEKTION time means no other family kan attak you wiht the ekszeption of Sentinels  (to avoid people abusing it). 
The PROTEKTION time is instantly removed when this family attaks any other foreign empire (intra fam attaks should not kount).

16 (edited by Xeno 04-Oct-2013 01:19:15)

Re: Change to make attacking more rewarding

I like the idea, but what's to stop a fam from disbanding fleets or opping their own pop (or even infra) just before signing nap to lower their NW and increase their protection time?

17

Re: Change to make attacking more rewarding

Good question, so size should be inkluded in the formula.  You kan make up your NW, but you kannot hide your planet kount.  I'll think about how planet kount should be inkluded in the kalkulations and post asap  smile

Re: Change to make attacking more rewarding

Maybe it should be based solely on size and not nw? Or by the attacking+econ score (my fame, or your version) so therefore the amount of attacks made in the war directly effects how long your post-war protection time is?


Xeno: making attacking less active is not the way to go, it needs to be rewarding but still require skill and perseverance. The people who are most active and most skilled should be the ones winning the game. Skill should make up for some loss of activity, and increased activity can make up for skill. This is proper and correct.Giving tools to make attacking easier, like auto-retakes or similar, is counter-productive.

"Sticks and stones may break my bones, but i am Jesus"
"Nothing is worse than a fully prepared fool"

19 (edited by Render 04-Oct-2013 17:42:45)

Re: Change to make attacking more rewarding

You_Fool wrote:

Maybe it should be based solely on size and not nw? Or by the attacking+econ score (my fame, or your version) so therefore the amount of attacks made in the war directly effects how long your post-war protection time is?

That would be ideal, so positive fame earned in the war gives more protektion time, while negative fame gives less protektion time or null.  But then we'd need fame implemented to kalkulate the protektion time, and we kannot wait for 1 thing to make the other thing, or it wont happen.

The protektion time kan be implemented without fame by now, and then if any fame parameter is implemented it will be easy to inklude it in the formula.

Zeno I thought about inkluding planet kount in the formula and now I see it is not nezessary. If a family wants to disband fleet and kill their NW before the war is kanzelled, it is legit to do it, while the war they fought has been a real and bloody war. The formula itself prevents big fams from abusing it with fake wars.  The lenght of a war is the main faktor, if you fight a fake war for 3 tiks just to earn protektion time to do a NW adjustement, your only reward might be from 3 to 10 tiks of protektion, not worth.

However, you kannot kanzel a war in 3 tiks, the minimum time is 48h, so I think the number of attaks, average per tik, would be an interesting parameter to be inkluded in the formula to detekt fake wars and penalize it.
Now to kount the # of attaks on the family at war looks like a komplikated task, but to kount the # of planets lost in a tik (to any family) is way more easy and doable. So you'd kalkulate the average planets loss per tik during the wartime and the resulting number would affekt positively in the final PROT formula.
A high Average-Planet-Loss means the war was real while a low or null number means the war was fake or abusive by your side. 
----> APL from 0 to 1 means fake or not bloody or abusive
----> APL > 1 means real war

So APL should be a faktor for the %wartime, applied as a penalty when <1 and as a reward when its >=1

How to kalkulate APL?  --> start an akkumulator kalled "PlanetLoss" at zero when the war is deklared, that inkreases with any planet lost during the wartime.  When the war is kanzeled we get the APL
----> APL = PlanetLoss div WarTiks

Now we need a new kompensative variable kalled "Komp", the way
IF APL<1 THEN Komp = - (((1 - APL)*(%wartime)) + %wartime)
ELSE Komp = (APL) * (%wartime)

The updated PROT formula would be like this:
----> PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp


Like any other program it has to be tested with the "best" and "worst" kases, to prove the effektivity of the algorithm and lokate any flaw.   I'm not posting the tests here, would be very annoying if I do, but I invite you do it by yourself and if u find some result not fair or unezpekted please let me know.


The kase of a winning family sitting on a lot of empty planets after a long bloody war is a basik kase, they need a long protektion period also, to konsolidate and sekure the earned territory.
Dont forget the purpose of this feature is to reduze vulturing and spekulation after 2 fams go at war and end the war weak and poorly defended from bigger & spekulative fams.

20 (edited by Render 04-Oct-2013 17:42:59)

Re: Change to make attacking more rewarding

I've also thought of a new rule for the protektion time, to enkorage wars lasting more than 3 or 4 tiks (real wartiks), any resulting negative protektion time will be akkumukated for future wars, as "negative" protektion not konsumed.  So if, after a war, your fam prot time is -10, you have no protektion time at all, but in your nezt war it will be kalkulated starting by -10

IF PROT<0 THEN Penalty=PROT; ELSE Penalty=0; END
...
----->  PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp + Penalty

21

Re: Change to make attacking more rewarding

TESTING (konsidering both fams have the same wartime lenght)
===============================================

InitGalNW = 250000
FinGalNW = 600000
WarTiks = 72
RoundTiks = 1080

Fam "A"
InitNW = 30000
FinNW = 40000
APL = 0.4

Fam "B"
InitNW = 22000
FinNW = 13000
APL = 2.6


Fam "A" (Winning Side)
--->  NW%lost = 100 - ((FinNW*100) div (InitNW)) = 100 - 133 = -33
----> %wartime = 100* (WarTiks div RoundTiks) = 6.6
----> %galNWlost = 100* ((InitNW div InitGalNW) - (FinNW div FinGalNW)) = 100* (0.12 - 0.06) = 6
IF APL<1 THEN Komp = - (((1 - APL)*(%wartime)) + %wartime)
ELSE Komp = (APL) * (%wartime)
----> Komp = - 10.5
PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp = -33 + 6.6 + 39.6 - 10.5 = 2.7
IF PROT<0 THEN Penalty=PROT; ELSE Penalty=0; END
----> Penalty = 0
-----> APROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp + Penalty = 2.7 ~ 3



Fam "B" (Losing Side)
--->  NW%lost = 100 - ((FinNW*100) div (InitNW)) = 100 - 59 = 41
----> %wartime = 100* (WarTiks div RoundTiks) = 6.6
----> %galNWlost = 100* ((InitNW div InitGalNW) - (FinNW div FinGalNW)) = 100* (0.09 - 0.02) = 7
IF APL<1 THEN Komp = - (((1 - APL)*(%wartime)) + %wartime)
ELSE Komp = (APL) * (%wartime)
----> Komp = 17.2
PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp = 41 + 6.6 + 46.2 + 17.2 = 111
IF PROT<0 THEN Penalty=PROT; ELSE Penalty=0; END
----> Penalty = 0
-----> BPROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp + Penalty = 111



Apparently this is a kase of a big fam abusing a small fam for 72h, taking around 160 planets, so penalties are applied and they have only 3 tiks of protektion, while the abused small fam has 111 tiks of protektion to rekover from their big loses. (farming Kase #1)

I'd like to test it for a more equal war, muzh longer in time, and where the losing side is not hurted that muzh.
Any volunteer?
tongue

Re: Change to make attacking more rewarding

What about making it based on planet # instead of NW?

Re: Change to make attacking more rewarding

Fig running?

~*✠ ]PW[ Forever ✠*~

24

Re: Change to make attacking more rewarding

Xeno wrote:

What about making it based on planet # instead of NW?

Already added the APL (average planets lost) wizh is imo a signinfikative faktor to determine the destruktion level in a war, along with NW loss, and a good way to detekt false or inaktive wars and penalize it.

To base the PROT purely on planet # has no sense, bekause planet kount is not nezessarily an indikative of power. Most of the planets earned in a war are empty and poorly defended, so they dont inkrease your power in short range, they aktually make your fam be planetfat and a good target for spakulators, until you kan portal them and fill with infra.

In the other side NW is a klear indikative of power, nukes affekt to infra (so NW), e-storms affekt to pop (so NW), figruns affekt to fleet (so NW), a banker being raided loses big infra (so NW), ...


still no volunteers?  tongue

25

Re: Change to make attacking more rewarding

OK so I'm gonna try to reflekt the war our fam had with 94 this round, where both fam lost a great NW proportionaly to the rest of the gal.

TESTING (konsidering both fams have the same wartime lenght)
===============================================

InitGalNW = 25000000
FinGalNW = 80000000
WarTiks = 264
RoundTiks = 1080

Fam "A"
InitNW = 2766372
FinNW = 2100000
APL = 0.9

Fam "B"
InitNW = 2236364
FinNW = 1500000
APL = 1.6

Fam "A" (Winning Side)
--->  NW%lost = 100 - ((FinNW*100) div (InitNW)) = 100 - 76 = 24
----> %wartime = 100* (WarTiks div RoundTiks) = 24.4
----> %galNWlost = 100* ((InitNW div InitGalNW) - (FinNW div FinGalNW)) = 100* (0.11 - 0.026) = 8.4
IF APL<1 THEN Komp = - (((1 - APL)*(%wartime)) + %wartime)
ELSE Komp = (APL) * (%wartime)
----> Komp = - 26.8
PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp = 24 + 24.4 + 205 - 26.8 = 226
IF PROT<0 THEN Penalty=PROT; ELSE Penalty=0; END
----> Penalty = 0
-----> APROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp + Penalty = 226


Fam "B" (Losing Side)
--->  NW%lost = 100 - ((FinNW*100) div (InitNW)) = 100 - 67 = 33
----> %wartime = 100* (WarTiks div RoundTiks) = 24.4
----> %galNWlost = 100* ((InitNW div InitGalNW) - (FinNW div FinGalNW)) = 100* (0.089 - 0.0187) = 7
IF APL<1 THEN Komp = - (((1 - APL)*(%wartime)) + %wartime)
ELSE Komp = (APL) * (%wartime)
----> Komp = 39
PROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp = 33 + 24.4 + 170.8 + 39 = 267
IF PROT<0 THEN Penalty=PROT; ELSE Penalty=0; END
----> Penalty = 0
-----> BPROT = NW%lost + %wartime + ((%galNWlost)*(%wartime)) + Komp + Penalty = 267


Ok the result kan look too muzh protektion time for both families, but that's bekause I set the FinGalNW at 80m, when maybe it was smaller.  Anyway the result of this testing is suksesful, bekause both fams went to bloody war during 11 days losing a lot of advantage with other fams in the gal not going to war. It kan be interepreted as both fams losing, no real winner, so both earn a high protektion to rekover from the ruins and not be vultured right after the war is kanzeled.  Fam A earns 9 days of protektion, Fam B earns 11 days of protektion (the same lenght of wartime).

Notize, the main faktor for this kase of real bloody war is %galNWlost
237 planets lost by fam A and 422 planets lost by fam B makes an average of only 185 planets gained by fam A, for 11 days, so 17 planets a day, a lot less than they'd gain with solely ezplorations.

I'm happy with the result smile  tho we'd need real numbers about the real galNW when the war ended (probably it'll be reduzed in 4 or 5 days).

We need to test this with real numbers, so please any of you playing and going to war save those numbers and send to me.