Forged Alliance Forever Forged Alliance Forever Forums 2013-07-27T10:00:16+02:00 /feed.php?f=50&t=4552 2013-07-27T10:00:16+02:00 2013-07-27T10:00:16+02:00 /viewtopic.php?t=4552&p=49323#p49323 <![CDATA[Re: Reinforcements]]> when i think of it it would be kind of op for harbs though.
just an idea:
1st harb: s = 2/3*840/(4-3) (usal formula for secs)
2nd harb: s = 560 + (560/(2^2)) = 700
3rd harb: s = 700 + (700/(3^2)) = 778
4th harb: s = 778 + (778/(4^2)) = 826
5th harb: s = 826 + (826/(5^2)) = 859
6th harb: s = 859 + (859/(6^2)) = 882

Statistics: Posted by Golol — 27 Jul 2013, 10:00


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2013-07-27T09:44:08+02:00 2013-07-27T09:44:08+02:00 /viewtopic.php?t=4552&p=49321#p49321 <![CDATA[Re: Reinforcements]]>
I think the only way to scale it well is take the number of units in your group and/or their tech in account.

Statistics: Posted by Ze_PilOt — 27 Jul 2013, 09:44


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2013-07-27T09:28:50+02:00 2013-07-27T09:28:50+02:00 /viewtopic.php?t=4552&p=49320#p49320 <![CDATA[Re: Reinforcements]]> s seconds
m mass cost
t tech lvl
it doesnt include t4!
s = 2/3m/(4-t)
striker around 11 secs
pillar 66 secs
titan 320 secs
rhino around 100 sec
harbinger around 560 secs
percy at 850 secs

Statistics: Posted by Golol — 27 Jul 2013, 09:28


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2013-07-27T01:06:50+02:00 2013-07-27T01:06:50+02:00 /viewtopic.php?t=4552&p=49304#p49304 <![CDATA[Re: Reinforcements]]>
Golol wrote:
how about seconds equals mass cost divided by (10 [random number]*tech lvl) squared?
more expensive units would be less viable than cheaper units.
a titan would be seconds = 840/30 squared = 13 mins (quite high)
a atriker would be seconds = 50/10 squared = 25 secs (okay)
as a result higher tech units wouldnt have to cost more since theyll be deployed around the time when theyre not op.
unfortunately you would have to wait 70 hours for a monkeylord...

Statistics: Posted by RoundTabler — 27 Jul 2013, 01:06


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2013-07-27T00:49:20+02:00 2013-07-27T00:49:20+02:00 /viewtopic.php?t=4552&p=49302#p49302 <![CDATA[Re: Reinforcements]]> more expensive units would be less viable than cheaper units.
a titan would be seconds = 840/30 squared = 13 mins (quite high)
a atriker would be seconds = 50/10 squared = 25 secs (okay)
as a result higher tech units wouldnt have to cost more since theyll be deployed around the time when theyre not op.
unfortunately you would have to wait 70 hours for a monkeylord...

Statistics: Posted by Golol — 27 Jul 2013, 00:49


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2013-07-25T21:03:53+02:00 2013-07-25T21:03:53+02:00 /viewtopic.php?t=4552&p=49167#p49167 <![CDATA[Re: Reinforcements]]> Statistics: Posted by FunkOff — 25 Jul 2013, 21:03


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2013-07-25T13:46:47+02:00 2013-07-25T13:46:47+02:00 /viewtopic.php?t=4552&p=49140#p49140 <![CDATA[Re: Reinforcements]]>
Ze_PilOt wrote:
You will be able to buy units for another player, so even rank 0 can have reinforcements if they communicate (that's the point of the ranking and the limitation : forcing people to talk to each others and collaborate).

The current time is probably a problem, I've asked for a general math rule in another thread and I had no answer, so I've put the easiest rule to test. (time = tech level * 0.66 if I remember correctly).

Feel free to propose another formula for computing each unit time from blueprint, I can easily change it server side for testing.


Ah, that sounds like a great idea, I did not realise that, sorry, obviously we are limited by the numbers of players here.

Ill run some formula's through my head overnight and see what I can come up with.

Statistics: Posted by Nombringer — 25 Jul 2013, 13:46


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2013-07-25T13:08:16+02:00 2013-07-25T13:08:16+02:00 /viewtopic.php?t=4552&p=49139#p49139 <![CDATA[Re: Reinforcements]]>
The current time is probably a problem, I've asked for a general math rule in another thread and I had no answer, so I've put the easiest rule to test. (time = tech level * 0.66 if I remember correctly).

Feel free to propose another formula for computing each unit time from blueprint, I can easily change it server side for testing.

Statistics: Posted by Ze_PilOt — 25 Jul 2013, 13:08


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2013-07-25T13:00:59+02:00 2013-07-25T13:00:59+02:00 /viewtopic.php?t=4552&p=49138#p49138 <![CDATA[Re: Reinforcements]]>
And for reference I spent my credits on a T2 pd, instead of reinforcements, so we had roughly the same amount of credits on the field.



In regards to to the player with reinforcements having the upper hand, I agree. But I titan on that map before minute 5 is a free win. While its true that it is possible to get your own reinforcements, one must rank up to do so, and these ranks take time. I would rather fight an uphill battle, than an impossible one.

Statistics: Posted by Nombringer — 25 Jul 2013, 13:00


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2013-07-25T07:47:24+02:00 2013-07-25T07:47:24+02:00 /viewtopic.php?t=4552&p=49127#p49127 <![CDATA[Re: Reinforcements]]> Right now I want error reports.

But I want to state, once again, that GW games are not supposed to be balanced, but fun.

A player with reinforcements should have the upperhand on a player without anything (and that player should recall quickly). So maybe 3 min is too fast, or not.
The other player could have planetary defenses or a loyalist (same price).

And before making fun of the "balance" (again, there is none so far, just random numbers to test functions), I hope you realize that it's actually the first thread giving feedback on the function itself after 3 weeks?

Statistics: Posted by Ze_PilOt — 25 Jul 2013, 07:47


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2013-07-25T06:12:40+02:00 2013-07-25T06:12:40+02:00 /viewtopic.php?t=4552&p=49125#p49125 <![CDATA[Re: Reinforcements]]>
https://www.youtube.com/watch?v=fcDwORmFF-o

Statistics: Posted by Nombringer — 25 Jul 2013, 06:12


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2013-07-25T04:44:23+02:00 2013-07-25T04:44:23+02:00 /viewtopic.php?t=4552&p=49119#p49119 <![CDATA[Re: Reinforcements]]> Statistics: Posted by Swkoll — 25 Jul 2013, 04:44


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2013-07-25T04:42:58+02:00 2013-07-25T04:42:58+02:00 /viewtopic.php?t=4552&p=49118#p49118 <![CDATA[Reinforcements]]> Statistics: Posted by Nombringer — 25 Jul 2013, 04:42


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