• Those wishing to contribute to the game by making suggestions (both small and large) should read the following before doing so.

    Bushtarion largely runs completely automatically, and has been designed intentionally to be as self-maintaining as possible, with mechanics and balance considered at a completed point.

    Please do not spend large amounts of time coming up with complex suggestions in the hope that they will be read and possibly implemented in the future, unless you just enjoy the discussion, theory-craft, and such.

    The most likely changes will be rules-changes, specific number-tweaks to units, techs, and similar sorts of changes, and only if a large community consensus is reached as "proof" that a change would, overall, be an improvement, and are more likely to be done in batches, occassionally, not as a regular thing.

Tiered Personal Bounty

Forwyn

Pruner
Joined
Dec 14, 2007
Messages
55
As it stands, bounty is acquired equally through self defense and ally/PNAP defense, and attacking. Just a few examples as to why this is silly:

-Before spies come out, defenders can be identified by their bounties.

-An attacker can mass with non-LETs on a player WITH LETs, land, and get bounty for taking kills.

-Each successive wave on an alliance can come with better returns, as each ally who has defended previously and inflicted losses on attackers will have a bounty.

Perhaps self-defense should merit 1/3-1/2 bounty, while ally/PNAP defense should merit 2/3-3/4?

It seems a bit silly that someone can attack a target half a dozen times, then when LETs come out and the target gets them, and pwns the attacker in 1 defense, the attacker can have a 60% bounty on the defender :?
 

DarkSider

Tree Surgeon
Joined
Dec 14, 2007
Messages
796
Re: Tiered Personal Bounty

Forwyn said:
As it stands, bounty is acquired equally through self defense and ally/PNAP defense, and attacking. Just a few examples as to why this is silly:

-Before spies come out, defenders can be identified by their bounties.

It was pointed out before. Yes you can pair a few id's before spy's are out. It takes a bit of effort though since you have a quite large randomised delay until you see the defender on your enemy list but it can be done with some success. Maybe you can post the success you have with this tactic since soon spy's will be out.

Forwyn said:
-An attacker can mass with non-LETs on a player WITH LETs, land, and get bounty for taking kills.

True in theory, but it works only at round start until you meet first decent lethals. In practice i estimate the damage you take just from loosing land it's done too early in the round so you can colect much of a bounty or won't be large enough to make it in top 15 enemies.

Forwyn said:
-Each successive wave on an alliance can come with better returns, as each ally who has defended previously and inflicted losses on attackers will have a bounty.

Again the large random delay makes this tactic void. Even if in the 3rd wave you will have one enemy in that alliance, as far as i know you get enemies only if they done more damage to you than you did to them .. so it's revenge time ?

Forwyn said:
Perhaps self-defense should merit 1/3-1/2 bounty, while ally/PNAP defense should merit 2/3-3/4?

Well it's a valid suggestion but i think the same arguments that where used in the past for giving bounty when you defend can be applied here. Revenge was introduced to give an incentive for those that got hurt to get some damn balls and go do something about it. Rewarding and encouraging passive defending would damage the game imo, as all the fun starts from attacks.

Forwyn said:
It seems a bit silly that someone can attack a target half a dozen times, then when LETs come out and the target gets them, and pwns the attacker in 1 defense, the attacker can have a 60% bounty on the defender :?

Well as i said above it only applies for round start, might be silly or not but it's very hard to have a good comparation between damage done/received. It would be like comparing bananas with fish. It's impossible to compare damage from land loss with damage from loosing units, at what stage in the round the damage took place, repeat attack, war, etc .. would complicate the ecuation quite alot without ever having a flawless system.
 
Top