Maybe there would be a way to adjust the attack % modifier.
Rather than making the % attack mode based completely on rank, instead change it to rank and army size.
It could go something like this:
Player 1 - 500,000,000 planets
ranked 2000
Player 2 - 50,000,000 planets
ranked 1000
Player two attacks player one:
attackPlayerRank = 1000
defendPlayerRank = 2000
attackPlayerPlanet = 50,000,000
defendPlayerPlanet = 500,000,000
rankmod = ((attackPlayerRank (1000) - defendPlayerRank(2000)) / defendPlayerRank (2000) ))
/* rankmod = -0.5f */
planetmod = attackPlayerPlanet (500,000,000) - defendPlayerPlanet (50,000,000)
/* planetmod = 10.0f */
averagemod = (planetmod (10.0) + rankmod (-0.5)) \ 100
/*averagemod = 9*/
if(attackPlayerRank >= defendPlayerRank && attackPlayerPlanet >= defendPlayerPlanet)
attackmod =
else if(attackPlayerRank < defendPlayerRank && attackPlayerPlanet >= defendPlayerPlanet)
attackmod =
else if(attackPlayerRank >= defendPlayerRank && attackPlayerPlanet < defendPlayerPlanet)
attackmod =
else if(attackPlayerRank < defendPlayerRank && attackPlayerPlanet < defendPlayerPlanet)
attackmod =
Yes, I realize that the code is incomplete and the math isn't worked out yet, but this basic idea could work. A player with greater army size and rank would get a much more negative modifier (10% total attack strength) where a player with much smaller army and rank would do much more damage to a player with higher army and rank (100% total attack)
The players with higher rank but lower army size as well as the players with lower rank and higher army size might have a mod of 60% or so.
This can compensate for both rank stats and army stats. This would also make the playing field more even, depending on the total modifiers.