Re: nuking

Devillived wrote:

I have some questions/suggestions about how nuking is working right now.

1) Does number of agents affect what buildings get nuked?  I was under the assumption that its the same regardless of agents used as long as the nuke lands.  Therefore I try to use the minimum amount of agents to nuke as long as it succeeds so i don't lose as many agents do to random failures.  I think trying to figure out what is the minimum amount of agents required to nuke adds bit more depth to the game instead of sending max amount every time.

2) if it really takes 1000 nukes or 500 nukes to see an average of each building hit 11% of the time, there is already a problem with the current nuking system.  Unless you are nuking everyday for half the round, its impossible to reach that amount of nukes, not to mention the random failures and better uses of cash and morale.  Realistically you should get an average nuking trend closer to 30-50 nukes or earlier (which is already a couple days of nuking assuming morale cost is 5)

3) I can only speak for myself, but I like to play this game because it is a strategy game, not a game of chance.  Technically speaking, it would be possible for someone to only nuke only the main buildings (which i do think would make nukes a bit too strong).    I would suggest making nukes so that once it hits a specific building, there is less of a chance for that building to be hit again until all other buildings are hit or 24hrs is up.

1.  No, # of agents use in no way effects what will be hit.
2.  That's basic probability, the more attempts the closer the numbers will get to even.
3.  Not sure if that's possible as currently there's no way for the game to track what was hit last and add that to the formula.

<KT|Away> I am the Trump of IC

Re: nuking

LiGhTGuNs wrote:

Suggestion as addition for the current nuking system. Instead of completely random, use the basket method (like done in Tetris to select blocks). Take a basket of 33 nukes. 3 for each type of building. The game randomly selects the nuke from the basket and than removes is from the basket. After 33 nukes you will have exactly hit each building 3 times and your basket will start over. In this system not hitting any CF after 30 nukes has a very low chance of 0.02% (30!/(33!/3!)) and you will know for sure you will hit that CF when the basket runs out of options.

Larger and smaller baskets are offcourse an option.

Just like above, there's currently no way to track what the last nuke did.

Also, what I gather isn't really that people want the nukes to hit each building an equal amount of times, they want the nukes to hit the buildings they want over and over and over tongue

<KT|Away> I am the Trump of IC

Re: nuking

^correct over 'nd over'   hit wht i wnt X(

21:19] <&James|sunstorm> any body name james is punishble by raid or nuke
[21:19] * UnDeath is now known as James
[21:19] * James ([email protected]) Quit ( NickServ (GHOST command used by James|sunstorm) )

Re: nuking

James|Sunstorm wrote:

^correct over 'nd over'   hit wht i wnt X(

Who let you in the house, get back outside.  Shoo!

<KT|Away> I am the Trump of IC

Re: nuking

Undeath wrote:
LiGhTGuNs wrote:

Suggestion as addition for the current nuking system. Instead of completely random, use the basket method (like done in Tetris to select blocks). Take a basket of 33 nukes. 3 for each type of building. The game randomly selects the nuke from the basket and than removes is from the basket. After 33 nukes you will have exactly hit each building 3 times and your basket will start over. In this system not hitting any CF after 30 nukes has a very low chance of 0.02% (30!/(33!/3!)) and you will know for sure you will hit that CF when the basket runs out of options.

Larger and smaller baskets are offcourse an option.

Just like above, there's currently no way to track what the last nuke did.

Also, what I gather isn't really that people want the nukes to hit each building an equal amount of times, they want the nukes to hit the buildings they want over and over and over tongue

Maybe part of it due to the new morale system, making it so you are unable to do anything else after you nuke (and usually hit nothing).  But the amount of resources and sacrifice (jump agents, random fails, waste morale so can't do retakes/attacks) to do no damage really doesn't fit a "strategy" game.

Re: nuking

to add insult i just had someone nuke me 4 times - 3 fails - the one hit was on my main infra type.....  stupid stupid game coding

Re: nuking

@Undeath want to know where is the bug?
in the calculations of ops fail and success (that ratio thing that stefan talked about it) and on the probability of random fail.
if you remember like 2 years ago i posted like 100 times and made calculations and statistics about ops and nobody even knew where is the problem.
instead of argue with other players you should check the code a little (if you have access).
if not at least make a sticky post about "Don't play as opper".

i lost 4 rounds of IC as opper 2 years ago and gived statistics and things and nobody even cared. and now when i logged in to check what is new.....same problem.

kinda sucks right?

Taranul de oras, cel mai prost animal !
Idiots are ruin the country !

58 (edited by thisyearsmostopen 08-Mar-2016 01:09:32)

Re: nuking

Wont give numbers because its an active war but i have more agents than someone else in my fam and we just nuked a guy. He had 8 hits 1 fail i had 4 hits 3 fails.

So its not about the pure number of agents then?

Re: nuking

again this totally random infra type hit is a joke,  20 nukes  - hit main building type once

Re: nuking

thisyearsmostopen wrote:

again this totally random infra type hit is a joke,  20 nukes  - hit main building type once

"I rolled 20 times and the dice only landed on 6 once"
There's no bug with what nukes are hitting.  If there's another issue with ops let me know, otherwise this topic will be closed.

<KT|Away> I am the Trump of IC

Re: nuking

i just nuked a resourcer 4 times - hit tax office 3 times

its not random - 

with bankers you have more chance to hit res infra
with resourcer you have more chance to hit banker infra

fact


everything is against nukes right now - morale - random fails leading to more 'random fails' due to loss of agents and this so called random hit

Re: nuking

Closing this thread.  There is no bug, if you guys don't like how nukes currently work post something in ideas.

<KT|Away> I am the Trump of IC

Re: nuking

moving this to the feedback forum and re-opening for discussion

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Re: nuking

Just make it kill 3% of all infra and lower random failure. Than you need 23 successful nukes to kill 50% of all opponent infra.

~Attacking is a Skill~
~Defending is an Art~

Re: nuking

^That's a good idea but still maybe overpowered. I think reducing the percentage range of buildings destroyed and limited building types that can be hit to building types that the target actually has could be a good idea. This would need to be coded in a way that building one building of every type you don't want to protect from nukes wouldn't be effective though. I do agree that nukes are completely useless in their current form though

But man is not made for defeat. A man can be destroyed but not defeated

Re: nuking

DustyAladdin wrote:

This would need to be coded in a way that building one building of every type you don't want to protect from nukes wouldn't be effective though.

This is a good point.  Not only would this prevent such defensive "tricks", but it would also add realism to the game setting/narrative.

Ignore what we all know about IC, and think about nukes as an actual weapon.  They would really be landing indiscriminately.  There's no reason a nuke would be smart enough to only target one type of building.

Just the same, the effect from a nuke should take the planet size into account rather than the number of buildings.  Nukes aren't magical size-shifting weapons that somehow are able to destroy x% of buildings regardless of how many buildings are actually built.  Rather, nukes are powerful for a given area on a planet.

Doing damage to a bigger planet would require using more nukes.  On the other end, smaller planets would be at higher risk of being wiped out entirely by fewer nukes.  That makes more logical sense than an arbitrary number based on a flat percentage.

Of course, this would have a huge impact on how the game is played.  I don't think that's a bad thing.

Got a few bucks?  The Imperial Tip Jar is accepting contributions!

Re: nuking

I like pie wrote:
DustyAladdin wrote:

This would need to be coded in a way that building one building of every type you don't want to protect from nukes wouldn't be effective though.

This is a good point.  Not only would this prevent such defensive "tricks", but it would also add realism to the game setting/narrative.

Ignore what we all know about IC, and think about nukes as an actual weapon.  They would really be landing indiscriminately.  There's no reason a nuke would be smart enough to only target one type of building.

Just the same, the effect from a nuke should take the planet size into account rather than the number of buildings.  Nukes aren't magical size-shifting weapons that somehow are able to destroy x% of buildings regardless of how many buildings are actually built.  Rather, nukes are powerful for a given area on a planet.

Doing damage to a bigger planet would require using more nukes.  On the other end, smaller planets would be at higher risk of being wiped out entirely by fewer nukes.  That makes more logical sense than an arbitrary number based on a flat percentage.

Of course, this would have a huge impact on how the game is played.  I don't think that's a bad thing.


Just remember, if you do this you have to do this to every op that is used this way.. Estorm or hypno on a population for example.

But it's a very interesting idea and is a good change up from what i've seen.

[13:43] <@RisingDown> never thought i'd say it, but TBO actually did something useful.
[13:43] <@arsy> dont let him see you say that
[13:43] <@RisingDown> oh shit
[13:43] * You were kicked from #room by arsy (kapow!)

Re: nuking

I like pie wrote:
DustyAladdin wrote:

This would need to be coded in a way that building one building of every type you don't want to protect from nukes wouldn't be effective though.

This is a good point.  Not only would this prevent such defensive "tricks", but it would also add realism to the game setting/narrative.

Ignore what we all know about IC, and think about nukes as an actual weapon.  They would really be landing indiscriminately.  There's no reason a nuke would be smart enough to only target one type of building.

Just the same, the effect from a nuke should take the planet size into account rather than the number of buildings.  Nukes aren't magical size-shifting weapons that somehow are able to destroy x% of buildings regardless of how many buildings are actually built.  Rather, nukes are powerful for a given area on a planet.

Doing damage to a bigger planet would require using more nukes.  On the other end, smaller planets would be at higher risk of being wiped out entirely by fewer nukes.  That makes more logical sense than an arbitrary number based on a flat percentage.

Of course, this would have a huge impact on how the game is played.  I don't think that's a bad thing.

At this moment it is agents that place some nukes, i like to think of them as smaller devices placed to make heavy damage at the target.

It would be 'strange' that nukes would hit only one type of building (like they do in ic now). Would be more realistic to hit different types of buildings.

Also if you 'nukes' work empirewide such a cooperated agent operation should be very difficult and near impossible.  Next idea comes up from that:

Wether is is possible in terms of coding or not  it would be more realistic. If You could only aim for a single planets with an op.  That way an opper has to trigger his operations. Just like an attacker manages his fleets.  In that way nukes, estorms, ... could be the tools from players who choose the role of being the opper of their ic family. And have fun doing so.