Plunder Formula tweak discussion
Posted: Thu Jul 21, 2016 9:15 am
Following the latest discussion on Plunder Formula (here), here we come again with a new discussion on how plunder should work.
Current GC Plunder formula:
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COMMON PARTS:
1.
Defender loses Gold Coins Bounty
Attacker Earns Gold Coins bounty + Piracy Bonus + Sink Chance Bonus Plunder
2.
3.
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PROPOSAL A:
New GC Plunder Formula
Current Max is 250k + 25k (Advanced piracy) + Piracy Bonus (70k at lvl 20) = 345k
Proposed Max is 150k + 37.5k(Advanced Piracy) + Sink chance bonus plunder (up to 1.5M) + 100k (Piracy) = 287.5k +whatever from sink chance
I hope that it is obvious that the proposed formula is a lot better for attackers, even if the total earn is lower right now. First, we need to consider that Piracy tech came in order to allow this kind of change in the future. Also, you need to consider the higher % used that will return higher plunders on avg.
For defenders, the cost of defending will rise but the quality of defending will be better.
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PROPOSAL B:
Gold Coins formula remains as it is.
A new Technology:
Every level decreases max Gold Coins bounty per attack by 5k (Max 100,000 - So Max Gold coins bounty can go as low as 150k)
Another new Technology:
Every level increases max random amount percentage from the victim's treasury at hand by 0.1% (Max 2% - So, 1%~5% can become at best 3%-7% at lvl 20)
This way:
-We keep almost all new proposed buffs for attackers plus original great hand, except the random amount from hand which will need a technology to improve.
-More strategic options for everyone involved that will allow more playing styles by default (ie, a player with 200 ships will have to choose what to do; expand with more captains/ships or invest in greater safety?)
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OTHER IDEAS:
1.Skirmishing costs no turns.
2.Attackers (if winners) plunder ships that head to sea bottom (50% chance)
================================================================================================================================
We should take in mind Sink Chance plunder that will soon be added ( viewtopic.php?f=4&t=2547&p=31875#p31875 )
This is a discussion.
We might come with more proposals. Feel free to add your own and comment on this one so we can come to a solutions that works for everything and everyone. If we come to a good solution, we will make it a suggestion to vote.
Current GC Plunder formula:
- Code: Select all
The loser must also pay a ransom equal to the 10% value of the base ship price that was last-positioned in the fleet that lost the battle PLUS a random number between 1% to 5% of his treasury at hand. (There is a limit of 250 000 max gold coins per plunder).
===============================================================================================================================
COMMON PARTS:
1.
Defender loses Gold Coins Bounty
Attacker Earns Gold Coins bounty + Piracy Bonus + Sink Chance Bonus Plunder
2.
- Code: Select all
Advanced Piracy voodoo card awards an extra 3% per card, paid by the game
3.
- Code: Select all
Piracy
Each level gives bonus income (+5k per plunder or +3.5k per skirmish) per level from any successful attack (not defend). The extra funds are paid by the game (not the player who lost).
===============================================================================================================================
PROPOSAL A:
New GC Plunder Formula
- Code: Select all
Gold Coins Bounty is equal to: 10% value of the base ship price that was last-positioned in the fleet that lost the battle + A random number between 3% to 7% of the loser's treasure at hand
Max Gold Coins Bounty is equal to 150k
Current Max is 250k + 25k (Advanced piracy) + Piracy Bonus (70k at lvl 20) = 345k
Proposed Max is 150k + 37.5k(Advanced Piracy) + Sink chance bonus plunder (up to 1.5M) + 100k (Piracy) = 287.5k +whatever from sink chance
I hope that it is obvious that the proposed formula is a lot better for attackers, even if the total earn is lower right now. First, we need to consider that Piracy tech came in order to allow this kind of change in the future. Also, you need to consider the higher % used that will return higher plunders on avg.
For defenders, the cost of defending will rise but the quality of defending will be better.
===============================================================================================================================
PROPOSAL B:
Gold Coins formula remains as it is.
A new Technology:
Every level decreases max Gold Coins bounty per attack by 5k (Max 100,000 - So Max Gold coins bounty can go as low as 150k)
Another new Technology:
Every level increases max random amount percentage from the victim's treasury at hand by 0.1% (Max 2% - So, 1%~5% can become at best 3%-7% at lvl 20)
This way:
-We keep almost all new proposed buffs for attackers plus original great hand, except the random amount from hand which will need a technology to improve.
-More strategic options for everyone involved that will allow more playing styles by default (ie, a player with 200 ships will have to choose what to do; expand with more captains/ships or invest in greater safety?)
================================================================================================================================
OTHER IDEAS:
1.Skirmishing costs no turns.
2.Attackers (if winners) plunder ships that head to sea bottom (50% chance)
================================================================================================================================
We should take in mind Sink Chance plunder that will soon be added ( viewtopic.php?f=4&t=2547&p=31875#p31875 )
This is a discussion.
We might come with more proposals. Feel free to add your own and comment on this one so we can come to a solutions that works for everything and everyone. If we come to a good solution, we will make it a suggestion to vote.