Wel In fact there are many things relating costs and res that most of the players would prefer to be changed , but I write here concerning the techniques which are used in battle process...
The server is new and there still a long way to go to train Mercs here ..However there were some battles according which I could make my calculations and find out how this technique works...Well I would say that losses suffered by the side who has reasonable predomination in ( attack / defense ) index are too exaggerated ... Well lets bring an example from battle logs ...
Attacker( 138 bouncers)
Attack index 1242
Defense index 1104
Losses -4 bouncers
Defender ( 14 bouncers )
Attack index 126
Defense index 112
Losses -14 bouncers
Well as you see here the Attacker who attacked by 10 times more units (10 times at/def index as well)
lost 4 bouncers that 3.5 times less than defenders losses (14 bouncers) ...
The interesting point is that ,although there a significant difference between 2 powers and hence their probability of victory ( 91 % to 9 % something like that ) , the losses sufferd by attacker don't justify this ...
I think that here it would be more fair if the losses of attacker would be 1.4 bouncers ( 1 bouncer if we round it , if we would multiply the units *10 it would be equal to 14 and there wouldnt be any inaccuracy , the pattern is similar ) ...
Basing on this numbers I can draw an imaginable battle .
Lets say the 2players have equal powers of mercenaries ....
Round 1
Attacker ( 5000 mercenaries )
Losses -1377
Defender (2500 mercenaries )
Losses -1811
As we see here the attacker has 2 times more power and hence 2 times more chances of win ..But the loss difference is less striking ....It should have been 900 to 1811 as I think....
Well I think if you ll make changes in this , and number of losses would depend on win percentage , the attacks would be more interesting and remarkable...Players would try to be more prepared to attack ( with more units ) to minimize the losses and completely destroy the opponent....
I would like you to contemplate over this idea and post your remarks concerning it ...
The server is new and there still a long way to go to train Mercs here ..However there were some battles according which I could make my calculations and find out how this technique works...Well I would say that losses suffered by the side who has reasonable predomination in ( attack / defense ) index are too exaggerated ... Well lets bring an example from battle logs ...
Attacker( 138 bouncers)
Attack index 1242
Defense index 1104
Losses -4 bouncers
Defender ( 14 bouncers )
Attack index 126
Defense index 112
Losses -14 bouncers
Well as you see here the Attacker who attacked by 10 times more units (10 times at/def index as well)
lost 4 bouncers that 3.5 times less than defenders losses (14 bouncers) ...
The interesting point is that ,although there a significant difference between 2 powers and hence their probability of victory ( 91 % to 9 % something like that ) , the losses sufferd by attacker don't justify this ...
I think that here it would be more fair if the losses of attacker would be 1.4 bouncers ( 1 bouncer if we round it , if we would multiply the units *10 it would be equal to 14 and there wouldnt be any inaccuracy , the pattern is similar ) ...
Basing on this numbers I can draw an imaginable battle .
Lets say the 2players have equal powers of mercenaries ....
Round 1
Attacker ( 5000 mercenaries )
Losses -1377
Defender (2500 mercenaries )
Losses -1811
As we see here the attacker has 2 times more power and hence 2 times more chances of win ..But the loss difference is less striking ....It should have been 900 to 1811 as I think....
Well I think if you ll make changes in this , and number of losses would depend on win percentage , the attacks would be more interesting and remarkable...Players would try to be more prepared to attack ( with more units ) to minimize the losses and completely destroy the opponent....
I would like you to contemplate over this idea and post your remarks concerning it ...
The post was edited 4 times, last by Echoman ().