Command Centers Tweak

This is where the best suggestions are moved to, so discussion can carry on with moderation and be more easily read by the volunteers and development team.

Moderator: Support Moderators

Forum rules
Opening new topics in this forum is not possible, you may only reply to existing topics.

Only users with 50 or more posts can reply to topics.

This forum is moderated, so any posts will have to be approved by a moderator before being published.
User avatar
Werefrog
Bronze Member
Bronze Member
Posts: 215
Joined: Fri 25 Aug, 2006 20:13
Reputation: 3

Command Centers Tweak

Postby Werefrog » Sun 13 Mar, 2011 19:31

While considering Command Centers, and how they aren't that useful when one reaches the point where one no longer desires to build them, the thought occured: Command Centers should be able to prevent a Commander from being killed.

The proposal is that each level of Command Centers on the base will decrease the odds of a Commander on that base being killed in a pillage. The formula will be a simple multiplication of (0.95)^x where x is the level of Command Centers on the base.

Thus, for ten command centers, the regular odds of commander kill are multiplied by (0.95)^10 or 0.5987.

When it comes down to it, with current strategies, most players don't try to hold a base for a long time. They tend to leave minimal fleet to occupy, so using them to boost fleet power for revolts is not the incentive it once was.

Te audire no possum. Musa sapientum fixa est in aure
Image
Image
User avatar
basilisk101
Platinum Member
Platinum Member
Posts: 2668
Joined: Sat 24 May, 2008 22:28
Reputation: 71

Re: Command Centers Tweak

Postby basilisk101 » Sun 13 Mar, 2011 20:29

You know, I like this idea. Having CC's on regular bases might not be such a waste of space if they helped keep your level 16+ commanders from dying to random taps.

I despise the current commander killing system anyway. I've had my bases attacked 2-3 times total in the ~3 years that I've been playing, and EVERY SINGLE TIME my commander died. 10% chance my *beep*.

~Time flies like an arrow. Fruit Flies like a banana~

Akira wrote:Attention whoring is not technically against the rules. Carry on

Ribbentrop wrote:I'm like five trolls put together to form an ultimate troll Zord!
User avatar
Winchester
Addicted Member
Addicted Member
Posts: 17731
Joined: Tue 24 Mar, 2009 00:44
Reputation: 766
Location: The World Wide Cesspool

Re: Command Centers Tweak

Postby Winchester » Sun 13 Mar, 2011 21:20

I proposed the same type of function on one of my previous ideas, so I'm fine with the concept. I haven't tested your formula yet, but presuming it works, I'm fine with this. Would you mind doing me a favor and posting a table that shows the percentage chance for 1-30 CCs?

"That's what I do. I drink and I know things."
User avatar
basilisk101
Platinum Member
Platinum Member
Posts: 2668
Joined: Sat 24 May, 2008 22:28
Reputation: 71

Re: Command Centers Tweak

Postby basilisk101 » Sun 13 Mar, 2011 23:14

Ribbentrop wrote:Would you mind doing me a favor and posting a table that shows the percentage chance for 1-30 CCs?


Code: Select all

CC Level    Percent chance to kill a commander
1   9.50%
2   9.03%
3   8.57%
4   8.15%
5   7.74%
6   7.35%
7   6.98%
8   6.63%
9   6.30%
10   5.99%
11   5.69%
12   5.40%
13   5.13%
14   4.88%
15   4.63%
16   4.40%
17   4.18%
18   3.97%
19   3.77%
20   3.58%
21   3.41%
22   3.24%
23   3.07%
24   2.92%
25   2.77%
26   2.64%
27   2.50%
28   2.38%
29   2.26%
30   2.15%


Looks pretty good to me. As a matter of fact, I wouldn't mind reducing 0.95 to 0.925, or hell, even 0.9.

0.9 is a fairly huge boost (1.22% chance for a Commander on 20 CC's to die), but I'm of the firm belief that Commanders are far too easy to kill. Especially for players who are being farmed by higher-levels: They have EXP to spend on commanders, but those commanders just get killed instantly since their bases are occ'd.

~Time flies like an arrow. Fruit Flies like a banana~

Akira wrote:Attention whoring is not technically against the rules. Carry on

Ribbentrop wrote:I'm like five trolls put together to form an ultimate troll Zord!
User avatar
Winchester
Addicted Member
Addicted Member
Posts: 17731
Joined: Tue 24 Mar, 2009 00:44
Reputation: 766
Location: The World Wide Cesspool

Re: Command Centers Tweak

Postby Winchester » Sun 13 Mar, 2011 23:24

I think it's too much of a reduction. The lowest I want to see it reasonably go is 4%.

"That's what I do. I drink and I know things."
User avatar
Werefrog
Bronze Member
Bronze Member
Posts: 215
Joined: Fri 25 Aug, 2006 20:13
Reputation: 3

Re: Command Centers Tweak

Postby Werefrog » Mon 14 Mar, 2011 02:09

Honestly, The Werefrog used the numbers that would be the most powerful.

This could work well at any value from 0.95 to 0.99. However, 0.95 was chosen since it would be the most powerful of the range.

Commanders currently don't really die too often, but Command Centers are ignored too much. The thought of having a "useless" structure didn't sit well.

Te audire no possum. Musa sapientum fixa est in aure
Image
Image
User avatar
Corrupt
Bronze Member
Bronze Member
Posts: 241
Joined: Sat 05 Apr, 2008 08:44
Reputation: 8
Guild: [WL]

Re: Command Centers Tweak

Postby Corrupt » Mon 14 Mar, 2011 05:07

seems good to me; anyway the killing commander system is totally useless, doesnt give anything to the attacker except maybe an increase of ego, it only penalizes the unlucky defender who spent a great amount of fleet to get this commander (yeah i know, wasnt the purpose of spending that fleet to get xp for commanders; though xp is already hard enough to get and commander are far too easy to lose)

and i doubt everyone will start building 30 CC on each of their bases just to get 2% chances of getting commander killed instead of 10%, you only got 1 or a very few bases with so many CC

Space Simmer
Junior Member
Junior Member
Posts: 72
Joined: Mon 17 Jan, 2011 05:08
Reputation: 5
Galaxy: Gamma

Re: Command Centers Tweak

Postby Space Simmer » Mon 14 Mar, 2011 05:19

Yes Having the ability to activly help save your commanders will make CCs more useful, And someone mentioned Barracks: I say delete them altogether

User avatar
-Link-
Platinum Member
Platinum Member
Posts: 2216
Joined: Fri 05 Mar, 2010 00:56
Reputation: 29
Guild: [«ISM»]
Galaxy: Alpha
Contact:

Re: Command Centers Tweak

Postby -Link- » Mon 14 Mar, 2011 05:22

it is mostly about ego, haven't you seen those people who have total commanders killed (they list em) followed by total ships killed (list those too) which means jack as you can get the same amount by suiciding which means you can count your ships aswell... :paranoid: but you also take a tactical edge off your opponent, think about it. a research commander level 15 is killed, thats slows his research. prod commander, defense, tactical... the list goes on. it might not be much, but its still something

-Link- wrote:he crawls from his cave of baww where the sheep roam fluffy and freely until they plummet to their deaths at the hands of the merciless fr regulars
User avatar
Corrupt
Bronze Member
Bronze Member
Posts: 241
Joined: Sat 05 Apr, 2008 08:44
Reputation: 8
Guild: [WL]

Re: Command Centers Tweak

Postby Corrupt » Mon 14 Mar, 2011 05:36

yep of course; though i totally dont care about killing an ennemy commander, im just sorry for the poor guy who already lost a base and can add a high lvl commander to the list of his losses
i wouldnt mind if xp was a stat that we couldnt lose such as tech; it wouldnt interfere too much with the mechanics of the game as we all know past a certain lvl of commander it becomes almost impossible to lvl them up due to the insane price

i was mostly responding to ribbentrop here who thinks it would be more reasonable to have a 4% chance of getting commander killed for 30CC instead of 2%
i think 2% is already reasonable, there is still a chance of losing commanders and it doesnt make it worth to build CC just to decrease this %, it would just be a little bonus

User avatar
Callum
Volunteer
Volunteer
Posts: 4442
Joined: Wed 21 Apr, 2010 14:53
Reputation: 274
Galaxy: Alpha
Location: Great Britain

Re: Command Centers Tweak

Postby Callum » Mon 14 Mar, 2011 12:26

Corrupt wrote:i was mostly responding to ribbentrop here who thinks it would be more reasonable to have a 4% chance of getting commander killed for 30CC instead of 2%
i think 2% is already reasonable, there is still a chance of losing commanders and it doesnt make it worth to build CC just to decrease this %, it would just be a little bonus


However, CC's main function is to boost fleet power. Having the bonus at under 4% at 20 CCs (the lower boundary for a high CC base) seems too good for a secondary effect.

Perhaps a better formula, this time linear. 10-(CC*0.25)= Kill Chance

Code: Select all

CC  Kill Chance
1   9.75
2   9.5
3   9.25
4   9
5   8.75
6   8.5
7   8.25
8   8
9   7.75
10   7.5
11   7.25
12   7
13   6.75
14   6.5
15   6.25
16   6
17   5.75
18   5.5
19   5.25
20   5
21   4.75
22   4.5
23   4.25
24   4
25   3.75
26   3.5
27   3.25
28   3
29   2.75
30   2.5

That is all.
VGM of Alpha
User avatar
Hellion
Addicted Member
Addicted Member
Posts: 5462
Joined: Mon 18 Feb, 2008 15:11
Reputation: 63

Re: Command Centers Tweak

Postby Hellion » Mon 14 Mar, 2011 14:50

SpeedySurfer wrote:
JonMace wrote:Why not just get rid of the idea that commanders can be killed all together?

It really is not necessary, all the attacker gets is bragging rights, and it does annoy the defender, so rather than give a new use to a building that many do not want or need, just get rid of the issue in the 1st place

Because random murder is fun.


As quoted many of times randomness doesnt belong in AE.

@op - its not a bad idea. The trade off with CC's is they cripple everything else unless your bases are at stadium level then it may not matter much. Even with this addition I doubt I would build CCs at the very least on one account with the exception of a few so that I can pick up occs here and there. Also I always considered CCs more of something people use when they are deep in hostile territory or being invaded which in both cases its good to lower that chance a good amount.

Image
liam777
Silver Member
Silver Member
Posts: 590
Joined: Sat 14 Mar, 2009 21:21
Reputation: 3
Guild: MDK
Galaxy: Ixion
Location: Canada

Re: Command Centers Tweak

Postby liam777 » Tue 15 Mar, 2011 04:03

The Callum wrote:However, CC's main function is to boost fleet power. Having the bonus at under 4% at 20 CCs (the lower boundary for a high CC base) seems too good for a secondary effect.

Perhaps a better formula, this time linear. 10-(CC*0.25)= Kill Chance

Code: Select all

CC  Kill Chance
1   9.75
2   9.5
3   9.25
4   9
5   8.75
6   8.5
7   8.25
8   8
9   7.75
10   7.5
11   7.25
12   7
13   6.75
14   6.5
15   6.25
16   6
17   5.75
18   5.5
19   5.25
20   5
21   4.75
22   4.5
23   4.25
24   4
25   3.75
26   3.5
27   3.25
28   3
29   2.75
30   2.5

level 30ccs cost a lot and so i do not mind the exponetial decay as opposed to the linear fit.

what is wrong with a 2% chance of losing a comander?

User avatar
Khamul Nazgul
Platinum Member
Platinum Member
Posts: 2360
Joined: Mon 08 Sep, 2008 10:36
Reputation: 107
Guild: [«o»]
Galaxy: Alpha

Re: Command Centers Tweak

Postby Khamul Nazgul » Tue 15 Mar, 2011 15:45

I'd agree to this if Base Pillages where far higher than they are now,
Only reason I hit bases is to have the chance of killing Commanders.

We don't need High players get mega CCs on all bases just because it lessons the chance of them losing commanders, so they can sit back and sim there huge fleets with there huge prod caps.

/unsigned until Bases are more tempting to be hit.

- Retired Vice Leader of Mordor.
- Retired Guild Master of CRUEL.
User avatar
Werefrog
Bronze Member
Bronze Member
Posts: 215
Joined: Fri 25 Aug, 2006 20:13
Reputation: 3

Re: Command Centers Tweak

Postby Werefrog » Wed 16 Mar, 2011 02:52

Regarding exponential decay versus linear: One will definitely reach a point where it hits 0. The other will not reach such a point.

Yes, the time it takes to hit zero could be very long, but just the thought of the eventual possibility is not palatable.




Regarding making bases better targets, yes, pillages could be higher, but that is not the point of this suggestion. It is meant to make a relatively useless structure less useless.

Barracks have their place, too. When an account is first starting, they are something that one can quickly build. They have no place in the late game, though.

Te audire no possum. Musa sapientum fixa est in aure
Image
Image

Return to “FR Workshop”

Who is online

Users browsing this forum: No registered users and 2 guests