GB Formula

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Mr President
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Post by Mr President »

I have looked through here to see if there was a post about anything like this, but i didn't see one. if there is, please accept my apologies for making another post about it.

One thing i'm not fond of is losing so much land each time. Yes it's random, but you can get hit 15 times per day and lose 100-800 (or more) land each hit. That is a lot of land and honestly it makes game play easy. All i have to do is log on each day, and hit whoever is below me. Nothing more to it.

This is what i suggest: A land "gang bang" (GB) formula. What this does is, each time you are attacked the amount of land gain by the attacker goes down a certain %.
So instead of losing 500 land on one attack and then 300 on another and then 700 on
another it would stay a steady decline. So now the first person would get 500 and then the second would get 30% less and the 3rd 30% less ect ect ect.. This does a couple of things. Both good for the game!

1) Most importantly, saves everyone some land by not allowing it all to go away so fast and easy.

2) Makes each person spend a little more time searching for good grabs. You would have to find your targets, then do a history check on them to see who else has hit them and how many times they have been hit. if you see a target has been hit 4 times already then it's not worth grabbing them and you move on to another target.
Adds a little competitiveness to the game too by making everyone work a little harder at getting to the top.

I have been working on this to implement in my own game and thought i would share the idea with you all and see what you thought.

(of course this would only be valid if warflag=1) if your at war, then you don't want a GB formula *laughs*..

I posted another idea in this section too about health being more a vital part of the game then it is.
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Death
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Post by Death »

It's not random, it's a range in percents depending on which attack you use.
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Freenhult
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Post by Freenhult »

As Death said. Its a percent. The current system works fine for what it does. And the hit limit on WoA is 21, BFR is 31. The point is so we have good landflow. Since for a while, BFR was very very active. Land was getting locked up behind murders and such.

Land doesn't have much use. You get it, and run on it. It doesn't do me any good when I'm gone for 24 hrs. So I don't really care if I hold it. Same with everyone else.
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FireFrenzy
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Post by FireFrenzy »

hmm, while I'm not sure that this game is in particular need of this idea (given the responses), I have heard of it (as I understand that this system is used in 'Earth: 2025'), and it is something I will likely implement in my own game. Personally, I do support its logic and utility, and it would appear to be a relatively simple alteration. But again, as I've heard no (prior) dissatisfaction with the current system, I will -- for the moment -- presume to maintain the current system, 'less others vouch their support. Great idea though, in my opinion at least.
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Shadow I
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Post by Shadow I »

There are already diminishing returns, it is just variable within certain perameters. Getting 1000 land in one attack and getting 2000 a few attacks later just means you hit rock bottom on the first one and got a lucky roll on the last.
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FireFrenzy
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Post by FireFrenzy »

mm, I briefly checked to make sure, but I don't think that diminishing returns exist explicitly. They obviously exist implicitly, as land gained is based upon the enemy's current land, but I don't think that there is any explicit reduction in land-gain based upon prior attacks.
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Shadow I
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Post by Shadow I »

FireFrenzy wrote: mm, I briefly checked to make sure, but I don't think that diminishing returns exist explicitly. They obviously exist implicitly, as land gained is based upon the enemy's current land, but I don't think that there is any explicit reduction in land-gain based upon prior attacks.
Whether or not it is explicit, you still get diminishing returns. It's just a little more viariable than that to make it interesting.
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Death
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Post by Death »

You do know Prom was made by an Earth player, right?
Dralfith: OH MY GOD
Dralfith: THIS IS TOO MUCH
Dralfith: (Profanity is a sign of Maturity)
Dralfith: WHY DID WE DO THIS?!
Acid Soulxx: I DON'T KNOW, WE MIGHT BE GLUTTONS FOR PUNISHMENT.
Mr President
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Post by Mr President »

Shadow I wrote:
FireFrenzy wrote: mm, I briefly checked to make sure, but I don't think that diminishing returns exist explicitly.  They obviously exist implicitly, as land gained is based upon the enemy's current land, but I don't think that there is any explicit reduction in land-gain based upon prior attacks.
Whether or not it is explicit, you still get diminishing returns. It's just a little more viariable than that to make it interesting.
If it's diminishing returns then why when i attack ones time i get 450 land and then right after that i'll get 275 and then right after that attack i'll get 625? if i keep going it goes up and down all the time. Some more then others..

I think it's more random then diminishing.. If it was diminishing then i wouldn't have felt the need to post :D


@FireFrenzy, yes Earth uses a GB formula and so did World-of-War (which is where i got the idea from)

With a small player base a GB formula probably wouldn't be a wise idea i guess.. but it was just a thought :D
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Freenhult
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Post by Freenhult »

Its a range. Everytime you hit someone, that range decreases. Lets say at first its 1000-1. After that hit, its 900-1. And so on. Just because you go, 900,600,400,700, etc doesn't mean a thing.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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