Adjustments to the Skirmish and more

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Re: Adjustments to the Skirmish and more

Postby Charles Vane » Wed Apr 26, 2017 1:16 pm

"Corrected by Haron ;)"

I will make a post later, but I am largely in favor of these proposals.
Last edited by Charles Vane on Thu Apr 27, 2017 2:05 am, edited 1 time in total.
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Re: Adjustments to the Skirmish and more

Postby Mugiwara » Wed Apr 26, 2017 2:22 pm

instead of raising skirmish counts making them more valuable will be a better option.

3-)Use turns and skirmish points.
- a) Only apply to the flagship fleet.
- b) DR is +6 if attacker wins (or victim escapes)
- c) DR is +12 if attacker loses (and loses double fame)
- d) if attacker wins will get double amount of golds. and exceed gold always will be paid by victim's at hand treasury.

Mugiwara...
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Re: Adjustments to the Skirmish and more

Postby Haron » Wed Apr 26, 2017 2:56 pm

Bmw wrote:doesn't skirmishing only take the cargo out of the fleet and cause the person skirmished to lose only the crates on those ships even being skirmished 1 time a day per fleet that I have wouldn't make to much of a dent in my profit.


This is a Common misunderstanding. Skirmish consists of two parts: Cargo and cash. First, the base value of the cargo is calculated (cargo value). All the cargo in the fleet is lost. This is NOT compensated by insurance. Then, an equal amount is deducted from the target's treasury (cash value). This IS compensated by insurance. The skirmisher gains the cargo value plus the cash value, all in gold.

So if you skirmish a fleet of 5 LMMs with tools, the cargo value is 12k.The target loses all the cargo, and he also loses 12k gc from his purse (treasury). If he is insured, he does NOT lose the gold, only the cargo. The skirmisher gains 24k gc.
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Re: Adjustments to the Skirmish and more

Postby Captain dungeness » Thu Apr 27, 2017 3:15 am

What if the evade chance slowly increased instead of a hard limit?
So skirmish 1-5 there is always a 20% chance the fleet escapes... then each skirmish adds 5% chance to escape until the escape chance reaches.... say... 85%? That way you can choose to burn your turns and try to skirmish but the defender isn't overexposed or overprotected.
What do you think?
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Re: Adjustments to the Skirmish and more

Postby Maha » Thu Apr 27, 2017 7:01 am

Captain dungeness wrote:What if the evade chance slowly increased instead of a hard limit?
So skirmish 1-5 there is always a 20% chance the fleet escapes... then each skirmish adds 5% chance to escape until the escape chance reaches.... say... 85%? That way you can choose to burn your turns and try to skirmish but the defender isn't overexposed or overprotected.
What do you think?
-Captain D

that would be counter to skirmish tech! with pirate tech 5 skirmishes make roughly 350k gc. with a daily 23 skirmishes an average skirmish income of 1.5 mil gc. that income would drop severely as the escape chance increases.
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Re: Adjustments to the Skirmish and more

Postby Captain dungeness » Thu Apr 27, 2017 9:32 pm

It wouldn't drop severely becuase the first 5 skirmishes on each player would be the same as it is roday. If you tried to target only 1 player then your success would decrease but I'm sure you would most often spread out your skirmishes like you do today.
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Re: Adjustments to the Skirmish and more

Postby Maha » Thu Apr 27, 2017 9:51 pm

Captain dungeness wrote:It wouldn't drop severely becuase the first 5 skirmishes on each player would be the same as it is roday. If you tried to target only 1 player then your success would decrease but I'm sure you would most often spread out your skirmishes like you do today.

i misunderstood and took it from the skirmishers point of view.

so each player can be skirhished upon unlimited times, but the chance your target escapes increases after that player has been skirmished upon 5 times.
that would hurt both parties imo. not sure that's a good idea. since a skirmisher does not know how many skirmishes has been done already his hit chance will drop even when he plays around. that would discourage skirmishing. not the wanted outcome imo.
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Re: Adjustments to the Skirmish and more

Postby sXs » Thu Apr 27, 2017 9:56 pm

Maha wrote:
Captain dungeness wrote:It wouldn't drop severely becuase the first 5 skirmishes on each player would be the same as it is roday. If you tried to target only 1 player then your success would decrease but I'm sure you would most often spread out your skirmishes like you do today.

i misunderstood and took it from the skirmishers point of view.

so each player can be skirhished upon unlimited times, but the chance your target escapes increases after that player has been skirmished upon 5 times.
that would hurt both parties imo. not sure that's a good idea. since a skirmisher does not know how many skirmishes has been done already his hit chance will drop even when he plays around. that would discourage skirmishing. not the wanted outcome imo.


Doesn't the same scenario already exist though Maha? Max skirmish per day already in place. This tech would lift that in favor of a graduated scale. Or am I misunderstanding also?
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Re: Adjustments to the Skirmish and more

Postby Maha » Thu Apr 27, 2017 10:20 pm

info on skirmish wrote:Skirmish
Skirmish is a fleet action that allows you to attack other player fleets.
The defending fleet can be skirmished even if it has NO danger.

Skirmish is meant as a way to generate extra gold in the expense of merchants without the usage of Danger generating voodoo. Voodoo affects Skirmish normally (ie Advanced Piracy)

You can skirmish a fleet if the following requirements are met:

1)You need 1 Skirmish point
Right now, you get 3 Skirmish points per day.
Maximum skirmish points allowed at hand are 72.
2)The defender is not a guildmate
Skirmishes on Guildmates are not allowed.
3)The defender has received less than 5 Skirmishes today.
This is a needed protection for everyone. No points/turns are lost if you attempt to attack such a player.

3)The defending fleet must appear in the Gossip page.
This is why you choose the targets from the Gossip page.
4)The gossip entry must be less than 30 minutes old.
5)The fleet must be in the same port vicinity with the Gossip entry.

Skirmishes are different than regular attacks in the following points:

-Ships do not lose levels.
-There is an escape probability
There is a 20% chance to escape a skirmish attempt.
In case of a successful escape, no battle takes place.
Normal danger is penalized to the attacking fleet but no turns are lost.
-Defending fleet loses no danger
-Defending fleets do not pause their trade route
-Different earnings for the attacker
If the defending fleet wins, the plunder is exactly the same as a normal attack.



in red the difference, after 5 skirmishes received, a new attempt fails with no consequences. but an escape results in 6 danger to the attacking fleet and the loss of a skirmish point.
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Re: Adjustments to the Skirmish and more

Postby Sir Henry Morgan » Fri Apr 28, 2017 2:04 pm

Thank you all for your input - there have been many ideas and discussions in private messages concerning this feature.

The issue with the chance to escape raising after 5th skirmish attack is the fact that while unlimited attacks are possible, the system still puts those with fewer ships on the same playing field as those with many, many ships. One person with one 10 ships can be attacked as many times as someone with 1000. The defense system is still the same.

If the chance to escape were tied to the number of ships a person has, i.e., the more ships, the lower the chance of escape, this would be in my mind, fair and more realistic.

Using the arbitrary number of 250, here's a basic formula of how it might work:

250/#of ships = % of chance to escape increase

Defender A has 50 ships (possible 10 fleets)
Defender B has 400 ships (possible 80 fleets)

Both are skirmished 5 times with a 20% chance to escape each time.

On 6th skirmish attack:
Defender A adds 5% to his defense (250/50 = 5) for a 25% chance to escape
Defender B adds .75% to his defense (250/400=.75) for a 20.75% chance to escape

On the 7th skirmish attack:
Defender A adds 5% to his defense for a 30% chance of escape
Defender B adds .75% to his defense for a 21.25% chance of escape

This would put the skirmish feature more on the line of the plunder feature, as one can be plundered countless times, as it is simply a matter of the attacker(s) having enough turns, now skirmish would be limited by the number of skirmish points the attacker(s) have available.
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