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View Full Version : AR-solo/alliance dependent


atsanjose
26-09-2008, 10:19 AM
There was this guy timbadans who had a funny idea of killing goverment troops, that would only work IF the troops from the goverment where limited. And that gave me a rather good idea and might be a solution to our whole solo/alliance mixture problem.

On one side we have players that want this game to be focused on alliance play, and on the other side we have people who think the solo system is just fine.
one of the key-issues here is that there are to few alliance players or to many solo players.
So we need a good mixture of alliance and solo players to keep both sides happy.

At this moment AR is calculated by:
- AR mod (0-90%)
- a constant number of triggering various goverment defence mobs (1,6-2,7-6-14 if i remember correctly)
- The incomming value of the troops from the attacker
- The goverment value of the defender.
- and maby some other things that i dont know of.

The actuall ammount of defence the goverment sends is calculated from the ammount/value of Let and Non-lethals in the attacking mob.
Now what if this ammount of defence from the goverment is influenced by the total mixture of solo versus alliance players in world 1?
someone said that the present ratio is 80% solo, so ill assume that for the moment.
now lets say that the ideal ratio is 50%, that would mean that there are 30% to many soloers that we need to pursuade to join/create alliances.
we can do this by setting the ideal ratio (50%) with a variable (1)
the moment that more people start playing solo the variable drops
the moment less people play solo the variable rises.

now how do we use this variable to pursade solos to get allianced or visa versa?
you could either integrate it in the calculation of the actual triggering, but my choise would be to chose for the ammount of defence that is sent.

To inform people of what is the best choise solo/alliance play everyone should be informed of what the ratio is: for instance (with 50%ideal)
25%-35% = "damn easy solo play"
35%-45% = "easy solo play"
45%-55% = "ideal achieved"
55%-65% = "easy alliance play"
65%-75% = "damn easy alliance play"

so to summerise what would this mean for solo/alliance play.
when there are to many soloers with regards to the ideal they will get less support from the goverment/or arent triggered that fast.
easy solution for a difficult problem.

jeff54321
26-09-2008, 10:31 AM
hmmm what about all the id's that are made but abandoned and not deleted because the player is to lazy?

atsanjose
26-09-2008, 11:06 AM
hmmm what about all the id's that are made but abandoned and not deleted because the player is to lazy?

only include players that have logged in the last 7 days

rooney
27-09-2008, 05:21 PM
hmmm what about all the id's that are made but abandoned and not deleted because the player is to lazy?

only include players that have logged in the last 7 days


and have over ~300 land.

Elderveld
29-09-2008, 12:27 PM
It sure got potential! i like the thought behind it, just needs to get realy well worked out.